mercredi 6 mai 2015

How to design Shader-Uniform filling interaction?

I'm implementing a 3D engine and after a few techniques I've come to a certain problem, depending on what shader I want to use it'll ask for different uniforms, I have a fairly good design and don't want to ruin it by creating lots of different render() methods with the different setups of uniforms. I thought of making sub-classes of Renderer for each rendering technique (phong, deferred, ssao) but I'm not convinced either. Any idea of a good design that tries to leave Renderer the most generic way possible? Thank you!

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