Use new Shader baseclass for all shaders.

This commit is contained in:
hiker 2015-04-24 10:31:37 +10:00
parent bbaf061ae9
commit 5d098488e6
17 changed files with 740 additions and 740 deletions

View File

@ -36,7 +36,7 @@ static void drawTexColoredQuad(const video::ITexture *texture, const video::SCol
glBindBuffer(GL_ARRAY_BUFFER, UIShader::ColoredTextureRectShader::getInstance()->colorvbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(unsigned), colors);
glUseProgram(UIShader::ColoredTextureRectShader::getInstance()->Program);
UIShader::ColoredTextureRectShader::getInstance()->use();
glBindVertexArray(UIShader::ColoredTextureRectShader::getInstance()->vao);
UIShader::ColoredTextureRectShader::getInstance()->SetTextureUnits(static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
@ -56,7 +56,7 @@ void drawTexQuad(GLuint texture, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
glUseProgram(UIShader::TextureRectShader::getInstance()->Program);
UIShader::TextureRectShader::getInstance()->use();
glBindVertexArray(SharedObject::UIVAO);
UIShader::TextureRectShader::getInstance()->SetTextureUnits(texture);
@ -158,7 +158,7 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
clipRect->getWidth(), clipRect->getHeight());
}
glUseProgram(UIShader::UniformColoredTextureRectShader::getInstance()->Program);
UIShader::UniformColoredTextureRectShader::getInstance()->use();
glBindVertexArray(SharedObject::UIVAO);
UIShader::UniformColoredTextureRectShader::getInstance()->SetTextureUnits(static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
@ -194,7 +194,7 @@ void draw2DImageFromRTT(GLuint texture, size_t texture_w, size_t texture_h,
destRect, sourceRect, width, height, center_pos_x, center_pos_y,
tex_width, tex_height, tex_center_pos_x, tex_center_pos_y);
glUseProgram(UIShader::UniformColoredTextureRectShader::getInstance()->Program);
UIShader::UniformColoredTextureRectShader::getInstance()->use();
glBindVertexArray(SharedObject::UIVAO);
UIShader::UniformColoredTextureRectShader::getInstance()->SetTextureUnits(texture);
@ -281,7 +281,7 @@ void draw2DVertexPrimitiveList(video::ITexture *tex, const void* vertices,
VertexUtils::bindVertexArrayAttrib(vType);
glUseProgram(UIShader::Primitive2DList::getInstance()->Program);
UIShader::Primitive2DList::getInstance()->use();
UIShader::Primitive2DList::getInstance()->setUniforms();
const video::SOverrideMaterial &m = irr_driver->getVideoDriver()->getOverrideMaterial();
compressTexture(tex, false);
@ -339,7 +339,7 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
clip->getWidth(), clip->getHeight());
}
glUseProgram(UIShader::ColoredRectShader::getInstance()->Program);
UIShader::ColoredRectShader::getInstance()->use();
glBindVertexArray(SharedObject::UIVAO);
UIShader::ColoredRectShader::getInstance()->setUniforms(core::vector2df(center_pos_x, center_pos_y), core::vector2df(width, height), color);

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@ -320,7 +320,7 @@ GLuint generateSpecularCubemap(GLuint probe)
glViewport(0, 0, cubemap_size, cubemap_size);
GLenum bufs[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, bufs);
glUseProgram(UtilShader::SpecularIBLGenerator::getInstance()->Program);
UtilShader::SpecularIBLGenerator::getInstance()->use();
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);

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@ -297,7 +297,7 @@ void draw3DLine(const core::vector3df& start,
glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::getInstance()->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * sizeof(float), vertex);
glUseProgram(UtilShader::ColoredLine::getInstance()->Program);
UtilShader::ColoredLine::getInstance()->use();
UtilShader::ColoredLine::getInstance()->setUniforms(color);
glDrawArrays(GL_LINES, 0, 2);

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@ -387,7 +387,7 @@ void ParticleSystemProxy::simulate()
glEnable(GL_RASTERIZER_DISCARD);
if (has_height_map)
{
glUseProgram(HeightmapSimulationShader::getInstance()->Program);
HeightmapSimulationShader::getInstance()->use();
glActiveTexture(GL_TEXTURE0 + HeightmapSimulationShader::getInstance()->TU_heightmap);
glBindTexture(GL_TEXTURE_BUFFER, heightmaptexture);
HeightmapSimulationShader::getInstance()->setUniforms(matrix, timediff, active_count, size_increase_factor, track_x, track_x_len, track_z, track_z_len);
@ -433,7 +433,7 @@ void ParticleSystemProxy::simulate()
void ParticleSystemProxy::drawFlip()
{
glBlendFunc(GL_ONE, GL_ONE);
glUseProgram(FlipParticleRender::getInstance()->Program);
FlipParticleRender::getInstance()->use();
FlipParticleRender::getInstance()->SetTextureUnits(texture, irr_driver->getDepthStencilTexture());
FlipParticleRender::getInstance()->setUniforms();
@ -617,19 +617,19 @@ HeightmapSimulationShader::HeightmapSimulationShader()
"new_particle_velocity",
"new_size",
};
Program = LoadTFBProgram(file_manager->getAsset("shaders/particlesimheightmap.vert").c_str(), varyings, 4);
loadTFBProgram("particlesimheightmap.vert", varyings, 4);
TU_heightmap = 2;
AssignTextureUnit(Program, TexUnit(TU_heightmap, "heightmap"));
AssignUniforms("sourcematrix", "dt", "level", "size_increase_factor", "track_x", "track_x_len", "track_z", "track_z_len");
AssignTextureUnit(m_program, TexUnit(TU_heightmap, "heightmap"));
assignUniforms("sourcematrix", "dt", "level", "size_increase_factor", "track_x", "track_x_len", "track_z", "track_z_len");
}
FlipParticleRender::FlipParticleRender()
{
Program = LoadProgram(PARTICLES_RENDERING,
GL_VERTEX_SHADER, file_manager->getAsset("shaders/flipparticle.vert").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/particle.frag").c_str());
AssignUniforms();
loadProgram(PARTICLES_RENDERING,
GL_VERTEX_SHADER, "flipparticle.vert",
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "particle.frag");
assignUniforms();
AssignSamplerNames(Program, 0, "tex", 1, "dtex");
AssignSamplerNames(m_program, 0, "tex", 1, "dtex");
}

View File

@ -43,7 +43,7 @@ public:
// ============================================================================
class HeightmapSimulationShader : public ShaderHelperSingleton<HeightmapSimulationShader, core::matrix4, int, int, float, float, float, float, float>
class HeightmapSimulationShader : public Shader<HeightmapSimulationShader, core::matrix4, int, int, float, float, float, float, float>
{
public:
GLuint TU_heightmap;
@ -52,7 +52,7 @@ public:
};
class FlipParticleRender : public ShaderHelperSingleton<FlipParticleRender>, public TextureRead<Trilinear_Anisotropic_Filtered, Nearest_Filtered>
class FlipParticleRender : public Shader<FlipParticleRender>, public TextureRead<Trilinear_Anisotropic_Filtered, Nearest_Filtered>
{
public:
FlipParticleRender();

View File

@ -222,7 +222,7 @@ void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff,
if (UserConfigParams::m_degraded_IBL)
{
glUseProgram(FullScreenShader::DegradedIBLShader::getInstance()->Program);
FullScreenShader::DegradedIBLShader::getInstance()->use();
glBindVertexArray(SharedObject::FullScreenQuadVAO);
FullScreenShader::DegradedIBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH));
@ -230,7 +230,7 @@ void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff,
}
else
{
glUseProgram(FullScreenShader::IBLShader::getInstance()->Program);
FullScreenShader::IBLShader::getInstance()->use();
glBindVertexArray(SharedObject::FullScreenQuadVAO);
FullScreenShader::IBLShader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_NORMAL_AND_DEPTH), irr_driver->getDepthStencilTexture(), skybox);
@ -249,7 +249,7 @@ void PostProcessing::renderEnvMap(const float *bSHCoeff, const float *gSHCoeff,
void PostProcessing::renderRHDebug(unsigned SHR, unsigned SHG, unsigned SHB, const core::matrix4 &rh_matrix, const core::vector3df &rh_extend)
{
glEnable(GL_PROGRAM_POINT_SIZE);
glUseProgram(FullScreenShader::RHDebug::getInstance()->Program);
FullScreenShader::RHDebug::getInstance()->use();
glActiveTexture(GL_TEXTURE0 + FullScreenShader::RHDebug::getInstance()->TU_SHR);
glBindTexture(GL_TEXTURE_3D, SHR);
glActiveTexture(GL_TEXTURE0 + FullScreenShader::RHDebug::getInstance()->TU_SHG);
@ -341,7 +341,7 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
{
const std::vector<float> &weightsV = getGaussianWeight(sigmaV, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeShadowBlurVShader::getInstance()->Program);
FullScreenShader::ComputeShadowBlurVShader::getInstance()->use();
FullScreenShader::ComputeShadowBlurVShader::getInstance()->SetTextureUnits(LayerTex);
glBindSampler(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurVShader::getInstance()->TU_dest, irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R32F);
@ -350,7 +350,7 @@ void PostProcessing::renderGaussian6BlurLayer(FrameBuffer &in_fbo, size_t layer,
const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeShadowBlurHShader::getInstance()->Program);
FullScreenShader::ComputeShadowBlurHShader::getInstance()->use();
FullScreenShader::ComputeShadowBlurHShader::getInstance()->SetTextureUnits(irr_driver->getFBO(FBO_SCALAR_1024).getRTT()[0]);
glBindSampler(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeShadowBlurHShader::getInstance()->TU_dest, LayerTex, 0, false, 0, GL_WRITE_ONLY, GL_R32F);
@ -382,7 +382,7 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
{
const std::vector<float> &weightsV = getGaussianWeight(sigmaV, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->Program);
FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->use();
FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
glBindSampler(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian6VBlurShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_RGBA16F);
@ -391,7 +391,7 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
const std::vector<float> &weightsH = getGaussianWeight(sigmaH, 7);
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
glUseProgram(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->Program);
FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->use();
FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
glBindSampler(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian6HBlurShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_RGBA16F);
@ -436,7 +436,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->Program);
FullScreenShader::ComputeGaussian17TapHShader::getInstance()->use();
glBindSampler(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, 0);
FullScreenShader::ComputeGaussian17TapHShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
@ -456,7 +456,7 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->Program);
FullScreenShader::ComputeGaussian17TapVShader::getInstance()->use();
glBindSampler(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, 0);
FullScreenShader::ComputeGaussian17TapVShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0], irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0]);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
@ -476,7 +476,7 @@ void PostProcessing::renderPassThrough(GLuint tex, unsigned width, unsigned heig
void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
{
glUseProgram(FullScreenShader::LayerPassThroughShader::getInstance()->Program);
FullScreenShader::LayerPassThroughShader::getInstance()->use();
glBindVertexArray(FullScreenShader::LayerPassThroughShader::getInstance()->vao);
glActiveTexture(GL_TEXTURE0 + FullScreenShader::LayerPassThroughShader::getInstance()->TU_texture);
@ -490,7 +490,7 @@ void PostProcessing::renderTextureLayer(unsigned tex, unsigned layer)
void PostProcessing::renderGlow(unsigned tex)
{
glUseProgram(FullScreenShader::GlowShader::getInstance()->Program);
FullScreenShader::GlowShader::getInstance()->use();
glBindVertexArray(FullScreenShader::GlowShader::getInstance()->vao);
FullScreenShader::GlowShader::getInstance()->SetTextureUnits(tex);
@ -590,7 +590,7 @@ void PostProcessing::applyMLAA()
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// Pass 1: color edge detection
glUseProgram(FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->Program);
FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->use();
FullScreenShader::MLAAColorEdgeDetectionSHader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_COLORS));
DrawFullScreenEffect<FullScreenShader::MLAAColorEdgeDetectionSHader>(PIXEL_SIZE);
@ -601,7 +601,7 @@ void PostProcessing::applyMLAA()
irr_driver->getFBO(FBO_MLAA_BLEND).Bind();
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(FullScreenShader::MLAABlendWeightSHader::getInstance()->Program);
FullScreenShader::MLAABlendWeightSHader::getInstance()->use();
FullScreenShader::MLAABlendWeightSHader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_TMP), getTextureGLuint(m_areamap));
DrawFullScreenEffect<FullScreenShader::MLAABlendWeightSHader>(PIXEL_SIZE);
@ -611,7 +611,7 @@ void PostProcessing::applyMLAA()
// Pass 3: gather
irr_driver->getFBO(FBO_MLAA_COLORS).Bind();
glUseProgram(FullScreenShader::MLAAGatherSHader::getInstance()->Program);
FullScreenShader::MLAAGatherSHader::getInstance()->use();
FullScreenShader::MLAAGatherSHader::getInstance()->SetTextureUnits(irr_driver->getRenderTargetTexture(RTT_MLAA_BLEND), irr_driver->getRenderTargetTexture(RTT_MLAA_TMP));
DrawFullScreenEffect<FullScreenShader::MLAAGatherSHader>(PIXEL_SIZE);

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@ -192,7 +192,7 @@ void IrrDriver::renderGLSL(float dt)
// Render bounding boxes
if (irr_driver->getBoundingBoxesViz())
{
glUseProgram(UtilShader::ColoredLine::getInstance()->Program);
UtilShader::ColoredLine::getInstance()->use();
glBindVertexArray(UtilShader::ColoredLine::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::getInstance()->vbo);
UtilShader::ColoredLine::getInstance()->setUniforms(SColor(255, 255, 0, 0));
@ -221,7 +221,7 @@ void IrrDriver::renderGLSL(float dt)
const std::map<video::SColor, std::vector<float> >& lines = debug_drawer->getLines();
std::map<video::SColor, std::vector<float> >::const_iterator it;
glUseProgram(UtilShader::ColoredLine::getInstance()->Program);
UtilShader::ColoredLine::getInstance()->use();
glBindVertexArray(UtilShader::ColoredLine::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, UtilShader::ColoredLine::getInstance()->vbo);
for (it = lines.begin(); it != lines.end(); it++)
@ -625,7 +625,7 @@ void IrrDriver::renderParticles()
static void renderWireFrameFrustrum(float *tmp, unsigned i)
{
glUseProgram(MeshShader::ViewFrustrumShader::getInstance()->Program);
MeshShader::ViewFrustrumShader::getInstance()->use();
glBindVertexArray(MeshShader::ViewFrustrumShader::getInstance()->frustrumvao);
glBindBuffer(GL_ARRAY_BUFFER, SharedObject::frustrumvbo);
@ -689,7 +689,7 @@ void IrrDriver::renderGlow(std::vector<GlowData>& glows)
if (CVS->supportsIndirectInstancingRendering())
{
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, GlowPassCmd::getInstance()->drawindirectcmd);
glUseProgram(MeshShader::InstancedColorizeShader::getInstance()->Program);
MeshShader::InstancedColorizeShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(video::EVT_STANDARD, InstanceTypeGlow));
if (CVS->isAZDOEnabled())

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@ -426,7 +426,7 @@ template<typename T, int ...List>
void renderMeshes1stPass()
{
auto &meshes = T::List::getInstance()->SolidPass;
glUseProgram(T::FirstPassShader::getInstance()->Program);
T::FirstPassShader::getInstance()->use();
if (CVS->isARBBaseInstanceUsable())
glBindVertexArray(VAOManager::getInstance()->getVAO(T::VertexType));
for (unsigned i = 0; i < meshes.size(); i++)
@ -456,7 +456,7 @@ template<typename T, typename...Args>
void renderInstancedMeshes1stPass(Args...args)
{
std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
glUseProgram(T::InstancedFirstPassShader::getInstance()->Program);
T::InstancedFirstPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
for (unsigned i = 0; i < meshes.size(); i++)
{
@ -480,7 +480,7 @@ void renderInstancedMeshes1stPass(Args...args)
template<typename T, typename...Args>
void multidraw1stPass(Args...args)
{
glUseProgram(T::InstancedFirstPassShader::getInstance()->Program);
T::InstancedFirstPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
if (SolidPassCmd::getInstance()->Size[T::MaterialType])
{
@ -546,7 +546,7 @@ void renderMeshes2ndPass( const std::vector<uint64_t> &Prefilled_Handle,
const std::vector<GLuint> &Prefilled_Tex)
{
auto &meshes = T::List::getInstance()->SolidPass;
glUseProgram(T::SecondPassShader::getInstance()->Program);
T::SecondPassShader::getInstance()->use();
if (CVS->isARBBaseInstanceUsable())
glBindVertexArray(VAOManager::getInstance()->getVAO(T::VertexType));
for (unsigned i = 0; i < meshes.size(); i++)
@ -575,7 +575,7 @@ template<typename T, typename...Args>
void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args...args)
{
std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
glUseProgram(T::InstancedSecondPassShader::getInstance()->Program);
T::InstancedSecondPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
for (unsigned i = 0; i < meshes.size(); i++)
{
@ -590,7 +590,7 @@ void renderInstancedMeshes2ndPass(const std::vector<GLuint> &Prefilled_tex, Args
template<typename T, typename...Args>
void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
{
glUseProgram(T::InstancedSecondPassShader::getInstance()->Program);
T::InstancedSecondPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
uint64_t nulltex[10] = {};
if (SolidPassCmd::getInstance()->Size[T::MaterialType])
@ -664,7 +664,7 @@ void IrrDriver::renderSolidSecondPass()
// template does not work with template due to extra depth texture
{
glUseProgram(GrassMat::InstancedSecondPassShader::getInstance()->Program);
GrassMat::InstancedSecondPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(GrassMat::VertexType, GrassMat::Instance));
uint64_t nulltex[10] = {};
if (SolidPassCmd::getInstance()->Size[GrassMat::MaterialType])
@ -690,7 +690,7 @@ void IrrDriver::renderSolidSecondPass()
// template does not work with template due to extra depth texture
{
std::vector<GLMesh *> &meshes = GrassMat::InstancedList::getInstance()->SolidPass;
glUseProgram(GrassMat::InstancedSecondPassShader::getInstance()->Program);
GrassMat::InstancedSecondPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(GrassMat::VertexType, GrassMat::Instance));
for (unsigned i = 0; i < meshes.size(); i++)
{
@ -708,7 +708,7 @@ template<typename T>
static void renderInstancedMeshNormals()
{
std::vector<GLMesh *> &meshes = T::InstancedList::getInstance()->SolidPass;
glUseProgram(MeshShader::NormalVisualizer::getInstance()->Program);
MeshShader::NormalVisualizer::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
for (unsigned i = 0; i < meshes.size(); i++)
{
@ -720,7 +720,7 @@ static void renderInstancedMeshNormals()
template<typename T>
static void renderMultiMeshNormals()
{
glUseProgram(MeshShader::NormalVisualizer::getInstance()->Program);
MeshShader::NormalVisualizer::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, T::Instance));
if (SolidPassCmd::getInstance()->Size[T::MaterialType])
{
@ -756,7 +756,7 @@ void IrrDriver::renderNormalsVisualisation()
template<typename Shader, enum video::E_VERTEX_TYPE VertexType, int...List, typename... TupleType>
void renderTransparenPass(const std::vector<TexUnit> &TexUnits, std::vector<STK::Tuple<TupleType...> > *meshes)
{
glUseProgram(Shader::getInstance()->Program);
Shader::getInstance()->use();
if (CVS->isARBBaseInstanceUsable())
glBindVertexArray(VAOManager::getInstance()->getVAO(VertexType));
for (unsigned i = 0; i < meshes->size(); i++)
@ -863,7 +863,7 @@ void IrrDriver::renderTransparent()
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
glUseProgram(MeshShader::DisplaceMaskShader::getInstance()->Program);
MeshShader::DisplaceMaskShader::getInstance()->use();
MeshShader::DisplaceMaskShader::getInstance()->setUniforms(AbsoluteTransformation);
glDrawElementsBaseVertex(ptype, (int)count, itype,
(GLvoid *)mesh.vaoOffset, (int)mesh.vaoBaseVertex);
@ -890,7 +890,7 @@ void IrrDriver::renderTransparent()
irr_driver->getRenderTargetTexture(RTT_COLOR),
irr_driver->getRenderTargetTexture(RTT_TMP1),
getTextureGLuint(mesh.textures[0]));
glUseProgram(MeshShader::DisplaceShader::getInstance()->Program);
MeshShader::DisplaceShader::getInstance()->use();
MeshShader::DisplaceShader::getInstance()->setUniforms(AbsoluteTransformation,
core::vector2df(cb->getDirX(), cb->getDirY()),
core::vector2df(cb->getDir2X(), cb->getDir2Y()));
@ -944,7 +944,7 @@ template<typename T, int...List>
void renderShadow(unsigned cascade)
{
auto &t = T::List::getInstance()->Shadows[cascade];
glUseProgram(T::ShadowPassShader::getInstance()->Program);
T::ShadowPassShader::getInstance()->use();
if (CVS->isARBBaseInstanceUsable())
glBindVertexArray(VAOManager::getInstance()->getVAO(T::VertexType));
for (unsigned i = 0; i < t.size(); i++)
@ -963,7 +963,7 @@ void renderShadow(unsigned cascade)
template<typename T, typename...Args>
void renderInstancedShadow(unsigned cascade, Args ...args)
{
glUseProgram(T::InstancedShadowPassShader::getInstance()->Program);
T::InstancedShadowPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, InstanceTypeShadow));
std::vector<GLMesh *> &t = T::InstancedList::getInstance()->Shadows[cascade];
for (unsigned i = 0; i < t.size(); i++)
@ -981,7 +981,7 @@ void renderInstancedShadow(unsigned cascade, Args ...args)
template<typename T, typename...Args>
static void multidrawShadow(unsigned i, Args ...args)
{
glUseProgram(T::InstancedShadowPassShader::getInstance()->Program);
T::InstancedShadowPassShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, InstanceTypeShadow));
if (ShadowPassCmd::getInstance()->Size[i][T::MaterialType])
{
@ -1096,7 +1096,7 @@ struct rsm_custom_unroll_args<N, List...>
template<typename T, int... Selector>
void drawRSM(const core::matrix4 & rsm_matrix)
{
glUseProgram(T::RSMShader::getInstance()->Program);
T::RSMShader::getInstance()->use();
if (CVS->isARBBaseInstanceUsable())
glBindVertexArray(VAOManager::getInstance()->getVAO(T::VertexType));
auto t = T::List::getInstance()->RSM;
@ -1117,7 +1117,7 @@ void drawRSM(const core::matrix4 & rsm_matrix)
template<typename T, typename...Args>
void renderRSMShadow(Args ...args)
{
glUseProgram(T::InstancedRSMShader::getInstance()->Program);
T::InstancedRSMShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, InstanceTypeRSM));
auto t = T::InstancedList::getInstance()->RSM;
for (unsigned i = 0; i < t.size(); i++)
@ -1134,7 +1134,7 @@ void renderRSMShadow(Args ...args)
template<typename T, typename... Args>
void multidrawRSM(Args...args)
{
glUseProgram(T::InstancedRSMShader::getInstance()->Program);
T::InstancedRSMShader::getInstance()->use();
glBindVertexArray(VAOManager::getInstance()->getInstanceVAO(T::VertexType, InstanceTypeRSM));
if (RSMPassCmd::getInstance()->Size[T::MaterialType])
{

View File

@ -42,7 +42,7 @@ static void renderPointLights(unsigned count)
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glUseProgram(LightShader::PointLightShader::getInstance()->Program);
LightShader::PointLightShader::getInstance()->use();
glBindVertexArray(LightShader::PointLightShader::getInstance()->vao);
glBindBuffer(GL_ARRAY_BUFFER, LightShader::PointLightShader::getInstance()->vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, count * sizeof(LightShader::PointLightInfo), PointLightsInfo);
@ -158,7 +158,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
glBindVertexArray(SharedObject::FullScreenQuadVAO);
if (CVS->needRHWorkaround())
{
glUseProgram(FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->Program);
FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->use();
FullScreenShader::NVWorkaroundRadianceHintsConstructionShader::getInstance()->SetTextureUnits(
m_rtts->getRSM().getRTT()[0], m_rtts->getRSM().getRTT()[1], m_rtts->getRSM().getDepthTexture());
for (unsigned i = 0; i < 32; i++)
@ -169,7 +169,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
}
else
{
glUseProgram(FullScreenShader::RadianceHintsConstructionShader::getInstance()->Program);
FullScreenShader::RadianceHintsConstructionShader::getInstance()->use();
FullScreenShader::RadianceHintsConstructionShader::getInstance()->SetTextureUnits(
m_rtts->getRSM().getRTT()[0],
m_rtts->getRSM().getRTT()[1],
@ -292,7 +292,7 @@ void IrrDriver::renderLightsScatter(unsigned pointlightcount)
glEnable(GL_DEPTH_TEST);
core::vector3df col2(1., 1., 1.);
glUseProgram(LightShader::PointLightScatterShader::getInstance()->Program);
LightShader::PointLightScatterShader::getInstance()->use();
glBindVertexArray(LightShader::PointLightScatterShader::getInstance()->vao);
LightShader::PointLightScatterShader::getInstance()->SetTextureUnits(irr_driver->getDepthStencilTexture());

View File

@ -403,7 +403,7 @@ void IrrDriver::renderSkybox(const scene::ICameraSceneNode *camera)
glDisable(GL_BLEND);
glUseProgram(MeshShader::SkyboxShader::getInstance()->Program);
MeshShader::SkyboxShader::getInstance()->use();
glBindVertexArray(MeshShader::SkyboxShader::getInstance()->vao);
MeshShader::SkyboxShader::getInstance()->setUniforms();

View File

@ -91,7 +91,7 @@ GLuint ShaderBase::loadShader(const std::string &file, unsigned type)
else
Log::error("shader", "Can not open '%s'.", file.c_str());
Log::info("shader", "Compiling shader : %s", file);
Log::info("shader", "Compiling shader : %s", file.c_str());
const std::string &source = code.str();
char const *source_pointer = source.c_str();
int len = source.size();

View File

@ -161,7 +161,7 @@ private:
template<unsigned N = 0, typename... Args>
void setUniformsImpl(const irr::video::SColor &col, Args... arg) const
{
glUniform4i(m_uniforms[N], col.getRed(), c ol.getGreen(),
glUniform4i(m_uniforms[N], col.getRed(), col.getGreen(),
col.getBlue(), col.getAlpha());
setUniformsImpl<N + 1>(arg...);
} // setUniformsImpl

File diff suppressed because it is too large Load Diff

View File

@ -18,11 +18,12 @@
#ifndef HEADER_SHADERS_HPP
#define HEADER_SHADERS_HPP
#include <IShaderConstantSetCallBack.h>
#include <IMeshSceneNode.h>
#include "config/user_config.hpp"
#include "graphics/shader.hpp"
#include "graphics/shaders_util.hpp"
#include "shaders_util.hpp"
#include <IMeshSceneNode.h>
#include <IShaderConstantSetCallBack.h>
using namespace irr;
class ParticleSystemProxy;
@ -39,7 +40,7 @@ public:
namespace UtilShader
{
class ColoredLine : public ShaderHelperSingleton<ColoredLine, video::SColor>
class ColoredLine : public Shader<ColoredLine, video::SColor>
{
public:
GLuint vao, vbo;
@ -47,7 +48,7 @@ public:
ColoredLine();
};
class SpecularIBLGenerator : public ShaderHelperSingleton<SpecularIBLGenerator, core::matrix4, float >, public TextureRead<Trilinear_cubemap>
class SpecularIBLGenerator : public Shader<SpecularIBLGenerator, core::matrix4, float >, public TextureRead<Trilinear_cubemap>
{
public:
GLuint TU_Samples;
@ -58,244 +59,244 @@ public:
namespace MeshShader
{
class ObjectPass1Shader : public ShaderHelperSingleton<ObjectPass1Shader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
class ObjectPass1Shader : public Shader<ObjectPass1Shader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
ObjectPass1Shader();
};
class ObjectRefPass1Shader : public ShaderHelperSingleton<ObjectRefPass1Shader, core::matrix4, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class ObjectRefPass1Shader : public Shader<ObjectRefPass1Shader, core::matrix4, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
ObjectRefPass1Shader();
};
class GrassPass1Shader : public ShaderHelperSingleton<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class GrassPass1Shader : public Shader<GrassPass1Shader, core::matrix4, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
GrassPass1Shader();
};
class NormalMapShader : public ShaderHelperSingleton<NormalMapShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class NormalMapShader : public Shader<NormalMapShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
NormalMapShader();
};
class InstancedObjectPass1Shader : public ShaderHelperSingleton<InstancedObjectPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered>
class InstancedObjectPass1Shader : public Shader<InstancedObjectPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
InstancedObjectPass1Shader();
};
class InstancedObjectRefPass1Shader : public ShaderHelperSingleton<InstancedObjectRefPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedObjectRefPass1Shader : public Shader<InstancedObjectRefPass1Shader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedObjectRefPass1Shader();
};
class InstancedGrassPass1Shader : public ShaderHelperSingleton<InstancedGrassPass1Shader, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedGrassPass1Shader : public Shader<InstancedGrassPass1Shader, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedGrassPass1Shader();
};
class InstancedNormalMapShader : public ShaderHelperSingleton<InstancedNormalMapShader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedNormalMapShader : public Shader<InstancedNormalMapShader>, public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedNormalMapShader();
};
class ObjectPass2Shader : public ShaderHelperSingleton<ObjectPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class ObjectPass2Shader : public Shader<ObjectPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
ObjectPass2Shader();
};
class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedObjectPass2Shader : public Shader<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedObjectPass2Shader();
};
class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedObjectRefPass2Shader : public Shader<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedObjectRefPass2Shader();
};
class DetailledObjectPass2Shader : public ShaderHelperSingleton<DetailledObjectPass2Shader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class DetailledObjectPass2Shader : public Shader<DetailledObjectPass2Shader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
DetailledObjectPass2Shader();
};
class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedDetailledObjectPass2Shader : public Shader<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedDetailledObjectPass2Shader();
};
class ObjectUnlitShader : public ShaderHelperSingleton<ObjectUnlitShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
class ObjectUnlitShader : public Shader<ObjectUnlitShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
ObjectUnlitShader();
};
class InstancedObjectUnlitShader : public ShaderHelperSingleton<InstancedObjectUnlitShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedObjectUnlitShader : public Shader<InstancedObjectUnlitShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedObjectUnlitShader();
};
class ObjectRefPass2Shader : public ShaderHelperSingleton<ObjectRefPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class ObjectRefPass2Shader : public Shader<ObjectRefPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
ObjectRefPass2Shader();
};
class GrassPass2Shader : public ShaderHelperSingleton<GrassPass2Shader, core::matrix4, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class GrassPass2Shader : public Shader<GrassPass2Shader, core::matrix4, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
GrassPass2Shader();
};
class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedGrassPass2Shader : public Shader<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedGrassPass2Shader();
};
class SphereMapShader : public ShaderHelperSingleton<SphereMapShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
class SphereMapShader : public Shader<SphereMapShader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
SphereMapShader();
};
class InstancedSphereMapShader : public ShaderHelperSingleton<InstancedSphereMapShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
class InstancedSphereMapShader : public Shader<InstancedSphereMapShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
InstancedSphereMapShader();
};
class SplattingShader : public ShaderHelperSingleton<SplattingShader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
class SplattingShader : public Shader<SplattingShader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
SplattingShader();
};
class TransparentShader : public ShaderHelperSingleton<TransparentShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
class TransparentShader : public Shader<TransparentShader, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
TransparentShader();
};
class TransparentFogShader : public ShaderHelperSingleton<TransparentFogShader, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>, public TextureRead<Trilinear_Anisotropic_Filtered>
class TransparentFogShader : public Shader<TransparentFogShader, core::matrix4, core::matrix4, float, float, float, float, float, video::SColorf>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
TransparentFogShader();
};
class BillboardShader : public ShaderHelperSingleton<BillboardShader, core::matrix4, core::matrix4, core::vector3df, core::dimension2df>, public TextureRead<Trilinear_Anisotropic_Filtered>
class BillboardShader : public Shader<BillboardShader, core::matrix4, core::matrix4, core::vector3df, core::dimension2df>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
BillboardShader();
};
class ColorizeShader : public ShaderHelperSingleton<ColorizeShader, core::matrix4, video::SColorf>
class ColorizeShader : public Shader<ColorizeShader, core::matrix4, video::SColorf>
{
public:
ColorizeShader();
};
class InstancedColorizeShader : public ShaderHelperSingleton<InstancedColorizeShader>
class InstancedColorizeShader : public Shader<InstancedColorizeShader>
{
public:
InstancedColorizeShader();
};
class ShadowShader : public ShaderHelperSingleton<ShadowShader, int, core::matrix4>, public TextureRead<>
class ShadowShader : public Shader<ShadowShader, int, core::matrix4>, public TextureRead<>
{
public:
ShadowShader();
};
class RSMShader : public ShaderHelperSingleton<RSMShader, core::matrix4, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
class RSMShader : public Shader<RSMShader, core::matrix4, core::matrix4, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
RSMShader();
};
class InstancedRSMShader : public ShaderHelperSingleton<InstancedRSMShader, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
class InstancedRSMShader : public Shader<InstancedRSMShader, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
InstancedRSMShader();
};
class SplattingRSMShader : public ShaderHelperSingleton<SplattingRSMShader, core::matrix4, core::matrix4>,
class SplattingRSMShader : public Shader<SplattingRSMShader, core::matrix4, core::matrix4>,
public TextureRead<Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
SplattingRSMShader();
};
class InstancedShadowShader : public ShaderHelperSingleton<InstancedShadowShader, int>, public TextureRead<>
class InstancedShadowShader : public Shader<InstancedShadowShader, int>, public TextureRead<>
{
public:
InstancedShadowShader();
};
class RefShadowShader : public ShaderHelperSingleton<RefShadowShader, int, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
class RefShadowShader : public Shader<RefShadowShader, int, core::matrix4>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
RefShadowShader();
};
class InstancedRefShadowShader : public ShaderHelperSingleton<InstancedRefShadowShader, int>, public TextureRead<Trilinear_Anisotropic_Filtered>
class InstancedRefShadowShader : public Shader<InstancedRefShadowShader, int>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
InstancedRefShadowShader();
};
class GrassShadowShader : public ShaderHelperSingleton<GrassShadowShader, int, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
class GrassShadowShader : public Shader<GrassShadowShader, int, core::matrix4, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
GrassShadowShader();
};
class InstancedGrassShadowShader : public ShaderHelperSingleton<InstancedGrassShadowShader, int, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
class InstancedGrassShadowShader : public Shader<InstancedGrassShadowShader, int, core::vector3df>, public TextureRead<Trilinear_Anisotropic_Filtered>
{
public:
InstancedGrassShadowShader();
};
class DisplaceMaskShader : public ShaderHelperSingleton<DisplaceMaskShader, core::matrix4>
class DisplaceMaskShader : public Shader<DisplaceMaskShader, core::matrix4>
{
public:
DisplaceMaskShader();
};
class DisplaceShader : public ShaderHelperSingleton<DisplaceShader, core::matrix4, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
class DisplaceShader : public Shader<DisplaceShader, core::matrix4, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
{
public:
DisplaceShader();
};
class SkyboxShader : public ShaderHelperSingleton<SkyboxShader>, public TextureRead<Trilinear_cubemap>
class SkyboxShader : public Shader<SkyboxShader>, public TextureRead<Trilinear_cubemap>
{
public:
SkyboxShader();
GLuint vao;
};
class NormalVisualizer : public ShaderHelperSingleton<NormalVisualizer, video::SColor>
class NormalVisualizer : public Shader<NormalVisualizer, video::SColor>
{
public:
NormalVisualizer();
};
class ViewFrustrumShader : public ShaderHelperSingleton<ViewFrustrumShader, video::SColor, int>
class ViewFrustrumShader : public Shader<ViewFrustrumShader, video::SColor, int>
{
public:
GLuint frustrumvao;
@ -322,7 +323,7 @@ namespace LightShader
};
class PointLightShader : public ShaderHelperSingleton<PointLightShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
class PointLightShader : public Shader<PointLightShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
{
public:
GLuint vbo;
@ -330,7 +331,7 @@ namespace LightShader
PointLightShader();
};
class PointLightScatterShader : public ShaderHelperSingleton<PointLightScatterShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
class PointLightScatterShader : public Shader<PointLightScatterShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
{
public:
GLuint vbo;
@ -343,7 +344,7 @@ namespace LightShader
template<typename T, typename... Args>
static void DrawFullScreenEffect(Args...args)
{
glUseProgram(T::getInstance()->Program);
T::getInstance()->use();
glBindVertexArray(SharedObject::FullScreenQuadVAO);
T::getInstance()->setUniforms(args...);
glDrawArrays(GL_TRIANGLES, 0, 3);
@ -352,82 +353,82 @@ static void DrawFullScreenEffect(Args...args)
namespace FullScreenShader
{
class BloomShader : public ShaderHelperSingleton<BloomShader>, public TextureRead<Nearest_Filtered>
class BloomShader : public Shader<BloomShader>, public TextureRead<Nearest_Filtered>
{
public:
BloomShader();
};
class BloomBlendShader : public ShaderHelperSingleton<BloomBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
class BloomBlendShader : public Shader<BloomBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
{
public:
BloomBlendShader();
};
class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
class LensBlendShader : public Shader<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
{
public:
LensBlendShader();
};
class ToneMapShader : public ShaderHelperSingleton<ToneMapShader, float>, public TextureRead<Nearest_Filtered>
class ToneMapShader : public Shader<ToneMapShader, float>, public TextureRead<Nearest_Filtered>
{
public:
ToneMapShader();
};
class DepthOfFieldShader : public ShaderHelperSingleton<DepthOfFieldShader>, public TextureRead<Bilinear_Filtered, Nearest_Filtered>
class DepthOfFieldShader : public Shader<DepthOfFieldShader>, public TextureRead<Bilinear_Filtered, Nearest_Filtered>
{
public:
DepthOfFieldShader();
};
class SunLightShader : public ShaderHelperSingleton<SunLightShader, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
class SunLightShader : public Shader<SunLightShader, core::vector3df, video::SColorf>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
{
public:
SunLightShader();
};
class IBLShader : public ShaderHelperSingleton<IBLShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
class IBLShader : public Shader<IBLShader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_cubemap>
{
public:
IBLShader();
};
class DegradedIBLShader : public ShaderHelperSingleton<DegradedIBLShader>, public TextureRead<Nearest_Filtered>
class DegradedIBLShader : public Shader<DegradedIBLShader>, public TextureRead<Nearest_Filtered>
{
public:
DegradedIBLShader();
};
class ShadowedSunLightShaderPCF : public ShaderHelperSingleton<ShadowedSunLightShaderPCF, float, float, float, float, float>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
class ShadowedSunLightShaderPCF : public Shader<ShadowedSunLightShaderPCF, float, float, float, float, float>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Shadow_Sampler>
{
public:
ShadowedSunLightShaderPCF();
};
class ShadowedSunLightShaderESM : public ShaderHelperSingleton<ShadowedSunLightShaderESM, float, float, float, float>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_Clamped_Array2D>
class ShadowedSunLightShaderESM : public Shader<ShadowedSunLightShaderESM, float, float, float, float>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Trilinear_Clamped_Array2D>
{
public:
ShadowedSunLightShaderESM();
};
class RadianceHintsConstructionShader : public ShaderHelperSingleton<RadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
class RadianceHintsConstructionShader : public Shader<RadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
{
public:
RadianceHintsConstructionShader();
};
// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
class NVWorkaroundRadianceHintsConstructionShader : public ShaderHelperSingleton<NVWorkaroundRadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, int, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
class NVWorkaroundRadianceHintsConstructionShader : public Shader<NVWorkaroundRadianceHintsConstructionShader, core::matrix4, core::matrix4, core::vector3df, int, video::SColorf>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
{
public:
NVWorkaroundRadianceHintsConstructionShader();
};
class RHDebug : public ShaderHelperSingleton<RHDebug, core::matrix4, core::vector3df>
class RHDebug : public Shader<RHDebug, core::matrix4, core::vector3df>
{
public:
GLuint TU_SHR, TU_SHG, TU_SHB;
@ -435,65 +436,65 @@ public:
RHDebug();
};
class GlobalIlluminationReconstructionShader : public ShaderHelperSingleton<GlobalIlluminationReconstructionShader, core::matrix4, core::matrix4, core::vector3df>,
class GlobalIlluminationReconstructionShader : public Shader<GlobalIlluminationReconstructionShader, core::matrix4, core::matrix4, core::vector3df>,
public TextureRead<Nearest_Filtered, Nearest_Filtered, Volume_Linear_Filtered, Volume_Linear_Filtered, Volume_Linear_Filtered>
{
public:
GlobalIlluminationReconstructionShader();
};
class Gaussian17TapHShader : public ShaderHelperSingleton<Gaussian17TapHShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
class Gaussian17TapHShader : public Shader<Gaussian17TapHShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
{
public:
Gaussian17TapHShader();
};
class ComputeGaussian17TapHShader : public ShaderHelperSingleton<ComputeGaussian17TapHShader, core::vector2df>, public TextureRead<Neared_Clamped_Filtered, Neared_Clamped_Filtered>
class ComputeGaussian17TapHShader : public Shader<ComputeGaussian17TapHShader, core::vector2df>, public TextureRead<Neared_Clamped_Filtered, Neared_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeGaussian17TapHShader();
};
class ComputeGaussian6HBlurShader : public ShaderHelperSingleton<ComputeGaussian6HBlurShader, core::vector2df, std::vector<float> >, public TextureRead<Bilinear_Clamped_Filtered>
class ComputeGaussian6HBlurShader : public Shader<ComputeGaussian6HBlurShader, core::vector2df, std::vector<float> >, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeGaussian6HBlurShader();
};
class ComputeShadowBlurHShader : public ShaderHelperSingleton<ComputeShadowBlurHShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
class ComputeShadowBlurHShader : public Shader<ComputeShadowBlurHShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeShadowBlurHShader();
};
class Gaussian6HBlurShader : public ShaderHelperSingleton<Gaussian6HBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
class Gaussian6HBlurShader : public Shader<Gaussian6HBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
Gaussian6HBlurShader();
};
class HorizontalBlurShader : public ShaderHelperSingleton<HorizontalBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
class HorizontalBlurShader : public Shader<HorizontalBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
HorizontalBlurShader();
};
class Gaussian3HBlurShader : public ShaderHelperSingleton<Gaussian3HBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
class Gaussian3HBlurShader : public Shader<Gaussian3HBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
Gaussian3HBlurShader();
};
class Gaussian17TapVShader : public ShaderHelperSingleton<Gaussian17TapVShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
class Gaussian17TapVShader : public Shader<Gaussian17TapVShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered, Bilinear_Clamped_Filtered>
{
public:
Gaussian17TapVShader();
};
class ComputeGaussian17TapVShader : public ShaderHelperSingleton<ComputeGaussian17TapVShader, core::vector2df>, public TextureRead<Neared_Clamped_Filtered, Neared_Clamped_Filtered>
class ComputeGaussian17TapVShader : public Shader<ComputeGaussian17TapVShader, core::vector2df>, public TextureRead<Neared_Clamped_Filtered, Neared_Clamped_Filtered>
{
public:
GLuint TU_dest;
@ -501,39 +502,39 @@ public:
ComputeGaussian17TapVShader();
};
class ComputeGaussian6VBlurShader : public ShaderHelperSingleton<ComputeGaussian6VBlurShader, core::vector2df, std::vector<float> >, public TextureRead<Bilinear_Clamped_Filtered>
class ComputeGaussian6VBlurShader : public Shader<ComputeGaussian6VBlurShader, core::vector2df, std::vector<float> >, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeGaussian6VBlurShader();
};
class ComputeShadowBlurVShader : public ShaderHelperSingleton<ComputeShadowBlurVShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
class ComputeShadowBlurVShader : public Shader<ComputeShadowBlurVShader, core::vector2df, std::vector<float> >, public TextureRead<Neared_Clamped_Filtered>
{
public:
GLuint TU_dest;
ComputeShadowBlurVShader();
};
class Gaussian6VBlurShader : public ShaderHelperSingleton<Gaussian6VBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
class Gaussian6VBlurShader : public Shader<Gaussian6VBlurShader, core::vector2df, float>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
Gaussian6VBlurShader();
};
class Gaussian3VBlurShader : public ShaderHelperSingleton<Gaussian3VBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
class Gaussian3VBlurShader : public Shader<Gaussian3VBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
{
public:
Gaussian3VBlurShader();
};
class PassThroughShader : public ShaderHelperSingleton<PassThroughShader, int, int>, public TextureRead<Bilinear_Filtered>
class PassThroughShader : public Shader<PassThroughShader, int, int>, public TextureRead<Bilinear_Filtered>
{
public:
PassThroughShader();
};
class LayerPassThroughShader : public ShaderHelperSingleton<LayerPassThroughShader, int>
class LayerPassThroughShader : public Shader<LayerPassThroughShader, int>
{
public:
GLuint TU_texture;
@ -542,31 +543,31 @@ public:
LayerPassThroughShader();
};
class LinearizeDepthShader : public ShaderHelperSingleton<LinearizeDepthShader, float, float>, public TextureRead<Bilinear_Filtered>
class LinearizeDepthShader : public Shader<LinearizeDepthShader, float, float>, public TextureRead<Bilinear_Filtered>
{
public:
LinearizeDepthShader();
};
class LightspaceBoundingBoxShader : public ShaderHelperSingleton<LightspaceBoundingBoxShader, core::matrix4, float, float, float, float>, public TextureRead < Nearest_Filtered >
class LightspaceBoundingBoxShader : public Shader<LightspaceBoundingBoxShader, core::matrix4, float, float, float, float>, public TextureRead < Nearest_Filtered >
{
public:
LightspaceBoundingBoxShader();
};
class ShadowMatrixesGenerationShader : public ShaderHelperSingleton <ShadowMatrixesGenerationShader, core::matrix4>
class ShadowMatrixesGenerationShader : public Shader <ShadowMatrixesGenerationShader, core::matrix4>
{
public:
ShadowMatrixesGenerationShader();
};
class DepthHistogramShader : public ShaderHelperSingleton<DepthHistogramShader>, public TextureRead <Nearest_Filtered>
class DepthHistogramShader : public Shader<DepthHistogramShader>, public TextureRead <Nearest_Filtered>
{
public:
DepthHistogramShader();
};
class GlowShader : public ShaderHelperSingleton<GlowShader>, public TextureRead<Bilinear_Filtered>
class GlowShader : public Shader<GlowShader>, public TextureRead<Bilinear_Filtered>
{
public:
GLuint vao;
@ -574,49 +575,49 @@ public:
GlowShader();
};
class SSAOShader : public ShaderHelperSingleton<SSAOShader, float, float, float>, public TextureRead<Semi_trilinear>
class SSAOShader : public Shader<SSAOShader, float, float, float>, public TextureRead<Semi_trilinear>
{
public:
SSAOShader();
};
class FogShader : public ShaderHelperSingleton<FogShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
class FogShader : public Shader<FogShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
{
public:
FogShader();
};
class MotionBlurShader : public ShaderHelperSingleton<MotionBlurShader, core::matrix4, core::vector2df, float, float>, public TextureRead<Bilinear_Clamped_Filtered, Nearest_Filtered>
class MotionBlurShader : public Shader<MotionBlurShader, core::matrix4, core::vector2df, float, float>, public TextureRead<Bilinear_Clamped_Filtered, Nearest_Filtered>
{
public:
MotionBlurShader();
};
class GodFadeShader : public ShaderHelperSingleton<GodFadeShader, video::SColorf>, public TextureRead<Bilinear_Filtered>
class GodFadeShader : public Shader<GodFadeShader, video::SColorf>, public TextureRead<Bilinear_Filtered>
{
public:
GodFadeShader();
};
class GodRayShader : public ShaderHelperSingleton<GodRayShader, core::vector2df>, public TextureRead<Bilinear_Filtered>
class GodRayShader : public Shader<GodRayShader, core::vector2df>, public TextureRead<Bilinear_Filtered>
{
public:
GodRayShader();
};
class MLAAColorEdgeDetectionSHader : public ShaderHelperSingleton<MLAAColorEdgeDetectionSHader, core::vector2df>, public TextureRead<Nearest_Filtered>
class MLAAColorEdgeDetectionSHader : public Shader<MLAAColorEdgeDetectionSHader, core::vector2df>, public TextureRead<Nearest_Filtered>
{
public:
MLAAColorEdgeDetectionSHader();
};
class MLAABlendWeightSHader : public ShaderHelperSingleton<MLAABlendWeightSHader, core::vector2df>, public TextureRead<Bilinear_Filtered, Nearest_Filtered>
class MLAABlendWeightSHader : public Shader<MLAABlendWeightSHader, core::vector2df>, public TextureRead<Bilinear_Filtered, Nearest_Filtered>
{
public:
MLAABlendWeightSHader();
};
class MLAAGatherSHader : public ShaderHelperSingleton<MLAAGatherSHader, core::vector2df>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
class MLAAGatherSHader : public Shader<MLAAGatherSHader, core::vector2df>, public TextureRead<Nearest_Filtered, Nearest_Filtered>
{
public:
MLAAGatherSHader();
@ -627,25 +628,25 @@ public:
namespace UIShader
{
class Primitive2DList : public ShaderHelperSingleton<Primitive2DList>, public TextureRead < Bilinear_Filtered >
class Primitive2DList : public Shader<Primitive2DList>, public TextureRead < Bilinear_Filtered >
{
public:
Primitive2DList();
};
class TextureRectShader : public ShaderHelperSingleton<TextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered>
class TextureRectShader : public Shader<TextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered>
{
public:
TextureRectShader();
};
class UniformColoredTextureRectShader : public ShaderHelperSingleton<UniformColoredTextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df, video::SColor>, public TextureRead<Bilinear_Filtered>
class UniformColoredTextureRectShader : public Shader<UniformColoredTextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df, video::SColor>, public TextureRead<Bilinear_Filtered>
{
public:
UniformColoredTextureRectShader();
};
class ColoredTextureRectShader : public ShaderHelperSingleton<ColoredTextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered>
class ColoredTextureRectShader : public Shader<ColoredTextureRectShader, core::vector2df, core::vector2df, core::vector2df, core::vector2df>, public TextureRead<Bilinear_Filtered>
{
public:
GLuint colorvbo;
@ -654,7 +655,7 @@ public:
ColoredTextureRectShader();
};
class ColoredRectShader : public ShaderHelperSingleton<ColoredRectShader, core::vector2df, core::vector2df, video::SColor>
class ColoredRectShader : public Shader<ColoredRectShader, core::vector2df, core::vector2df, video::SColor>
{
public:
ColoredRectShader();

View File

@ -147,7 +147,7 @@ void IrrDriver::UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, si
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * sizeof(CascadeBoundingBox), InitialCBB, GL_STATIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, CBBssbo);
glUseProgram(FullScreenShader::LightspaceBoundingBoxShader::getInstance()->Program);
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->use();
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->SetTextureUnits(getDepthStencilTexture());
FullScreenShader::LightspaceBoundingBoxShader::getInstance()->setUniforms(m_suncam->getViewMatrix(), shadowSplit[1], shadowSplit[2], shadowSplit[3], shadowSplit[4]);
glDispatchCompute((int)width / 64, (int)height / 64, 1);
@ -158,7 +158,7 @@ void IrrDriver::UpdateSplitAndLightcoordRangeFromComputeShaders(size_t width, si
glBufferData(GL_SHADER_STORAGE_BUFFER, 4 * 16 * sizeof(float), 0, GL_STATIC_COPY);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, tempShadowMatssbo);
glUseProgram(FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->Program);
FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->use();
FullScreenShader::ShadowMatrixesGenerationShader::getInstance()->setUniforms(m_suncam->getViewMatrix());
glDispatchCompute(4, 1, 1);

View File

@ -68,7 +68,7 @@ void STKBillboard::render()
return;
compressTexture(tex, true, true);
GLuint texid = getTextureGLuint(tex);
glUseProgram(MeshShader::BillboardShader::getInstance()->Program);
MeshShader::BillboardShader::getInstance()->use();
MeshShader::BillboardShader::getInstance()->SetTextureUnits(texid);
MeshShader::BillboardShader::getInstance()->setUniforms(irr_driver->getViewMatrix(), irr_driver->getProjMatrix(), pos, Size);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

View File

@ -274,7 +274,7 @@ void STKMeshSceneNode::render()
glDisable(GL_CULL_FACE);
if (update_each_frame)
updatevbo();
glUseProgram(MeshShader::ObjectPass1Shader::getInstance()->Program);
MeshShader::ObjectPass1Shader::getInstance()->use();
// Only untextured
for (unsigned i = 0; i < GLmeshes.size(); i++)
{
@ -313,7 +313,7 @@ void STKMeshSceneNode::render()
glDisable(GL_CULL_FACE);
if (update_each_frame && !CVS->isDefferedEnabled())
updatevbo();
glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
MeshShader::ObjectPass2Shader::getInstance()->use();
// Only untextured
for (unsigned i = 0; i < GLmeshes.size(); i++)
{
@ -366,7 +366,7 @@ void STKMeshSceneNode::render()
if (irr_driver->getPhase() == GLOW_PASS)
{
glUseProgram(MeshShader::ColorizeShader::getInstance()->Program);
MeshShader::ColorizeShader::getInstance()->use();
for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
{
scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
@ -395,7 +395,7 @@ void STKMeshSceneNode::render()
if (World::getWorld() && World::getWorld()->isFogEnabled())
{
glUseProgram(MeshShader::TransparentFogShader::getInstance()->Program);
MeshShader::TransparentFogShader::getInstance()->use();
for (unsigned i = 0; i < GLmeshes.size(); i++)
{
GLMesh &mesh = GLmeshes[i];
@ -439,7 +439,7 @@ void STKMeshSceneNode::render()
}
else
{
glUseProgram(MeshShader::TransparentShader::getInstance()->Program);
MeshShader::TransparentShader::getInstance()->use();
for (unsigned i = 0; i < GLmeshes.size(); i++)
{
irr_driver->IncreaseObjectCount();