Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Renderer: compile shaders as needed per configuration needed #38

Open
4 tasks
Voxar opened this issue Jun 7, 2022 · 0 comments
Open
4 tasks

Renderer: compile shaders as needed per configuration needed #38

Voxar opened this issue Jun 7, 2022 · 0 comments
Assignees

Comments

@Voxar
Copy link
Member

Voxar commented Jun 7, 2022

As the shader complexity grows with component complexity we don't want the same shader to be applied to every pixel.

Renderer should pick a shader based entity needs, and generate FLAG_ combinations as needed.

Shader selection based on render context. If doing cube map pass etc.

Should cubemap mode be a shader flag instead perhaps?

object reqs affecting shaders

  • does it do lighting
  • does it do animation
  • does it have debug modes?

Shader debug modes driven by component? That visor injects? App that adds a "debug wand" that applies debug options?

  • Store shader in renderObject
  • Detect when component affecting shader flags change and re-select shader
  • Generate flag keys to be able to compare shaders efficiently
  • Sort rendering by shader type
Fund with Polar
@Voxar Voxar self-assigned this Jun 7, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
Status: ▶️ In Progress
Development

No branches or pull requests

1 participant