Renamed TextureRead to TextureShader.
This commit is contained in:
parent
329a4ac047
commit
e0ef910137
@ -1,5 +1,5 @@
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# Modify this file to change the last-modified date when you add/remove a file.
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# This will then trigger a new cmake run automatically.
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# This will then trigger a new cmake run automatically.
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file(GLOB_RECURSE STK_HEADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.hpp")
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file(GLOB_RECURSE STK_SOURCES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.cpp")
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file(GLOB_RECURSE STK_SHADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "data/shaders/*")
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@ -21,7 +21,7 @@
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#include "graphics/shader.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/shared_gpu_objects.hpp"
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#include "graphics/texture_read.hpp"
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#include "graphics/texture_shader.hpp"
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#include "glwrap.hpp"
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#include "utils/cpp2011.hpp"
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@ -29,7 +29,7 @@
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// ============================================================================
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class Primitive2DList : public TextureRead<Primitive2DList, 1>
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class Primitive2DList : public TextureShader<Primitive2DList, 1>
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{
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public:
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Primitive2DList()
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@ -42,7 +42,7 @@ public:
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}; //Primitive2DList
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// ============================================================================
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class UniformColoredTextureRectShader : public TextureRead<UniformColoredTextureRectShader,1,
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class UniformColoredTextureRectShader : public TextureShader<UniformColoredTextureRectShader,1,
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core::vector2df, core::vector2df,
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core::vector2df, core::vector2df,
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video::SColor>
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@ -60,7 +60,7 @@ public:
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}; // UniformColoredTextureRectShader
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// ============================================================================
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class TextureRectShader : public TextureRead<TextureRectShader, 1,
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class TextureRectShader : public TextureShader<TextureRectShader, 1,
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core::vector2df, core::vector2df,
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core::vector2df, core::vector2df>
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{
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@ -90,7 +90,7 @@ public:
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// ============================================================================
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class ColoredTextureRectShader : public TextureRead<ColoredTextureRectShader, 1,
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class ColoredTextureRectShader : public TextureShader<ColoredTextureRectShader, 1,
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core::vector2df, core::vector2df,
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core::vector2df, core::vector2df>
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{
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@ -26,7 +26,7 @@
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#include <set>
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class SpecularIBLGenerator : public TextureRead<SpecularIBLGenerator, 1,
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class SpecularIBLGenerator : public TextureShader<SpecularIBLGenerator, 1,
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core::matrix4, float >
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{
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public:
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@ -23,7 +23,7 @@
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#include "graphics/particle_emitter.hpp"
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#include "graphics/shaders.hpp"
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#include "graphics/shared_gpu_objects.hpp"
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#include "graphics/texture_read.hpp"
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#include "graphics/texture_shader.hpp"
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#include "guiengine/engine.hpp"
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#include "io/file_manager.hpp"
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@ -54,7 +54,7 @@ public:
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/** A Shader to render particles.
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*/
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class SimpleParticleRender : public TextureRead<SimpleParticleRender, 2,
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class SimpleParticleRender : public TextureShader<SimpleParticleRender, 2,
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video::SColorf, video::SColorf>
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{
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public:
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@ -74,7 +74,7 @@ public:
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// ============================================================================
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class FlipParticleRender : public TextureRead<FlipParticleRender, 2>
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class FlipParticleRender : public TextureShader<FlipParticleRender, 2>
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{
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public:
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FlipParticleRender()
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@ -43,7 +43,7 @@ using namespace video;
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using namespace scene;
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// ============================================================================
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class Gaussian3HBlurShader : public TextureRead<Gaussian3HBlurShader, 1,
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class Gaussian3HBlurShader : public TextureShader<Gaussian3HBlurShader, 1,
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core::vector2df>
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{
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public:
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@ -58,7 +58,7 @@ public:
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}; // Gaussian3HBlurShader
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// ============================================================================
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class ComputeShadowBlurVShader : public TextureRead<ComputeShadowBlurVShader, 1,
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class ComputeShadowBlurVShader : public TextureShader<ComputeShadowBlurVShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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@ -76,7 +76,7 @@ public:
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}; // ComputeShadowBlurVShader
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// ============================================================================
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class Gaussian6VBlurShader : public TextureRead<Gaussian6VBlurShader, 1,
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class Gaussian6VBlurShader : public TextureShader<Gaussian6VBlurShader, 1,
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core::vector2df, float>
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{
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public:
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@ -91,7 +91,7 @@ public:
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}; // Gaussian6VBlurShader
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// ============================================================================
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class Gaussian3VBlurShader : public TextureRead<Gaussian3VBlurShader, 1,
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class Gaussian3VBlurShader : public TextureShader<Gaussian3VBlurShader, 1,
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core::vector2df>
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{
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public:
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@ -106,7 +106,7 @@ public:
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}; // Gaussian3VBlurShader
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// ============================================================================
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class ComputeGaussian6VBlurShader : public TextureRead<ComputeGaussian6VBlurShader, 1,
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class ComputeGaussian6VBlurShader : public TextureShader<ComputeGaussian6VBlurShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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@ -124,7 +124,7 @@ public:
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}; // ComputeGaussian6VBlurShader
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// ============================================================================
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class ComputeGaussian6HBlurShader : public TextureRead<ComputeGaussian6HBlurShader, 1,
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class ComputeGaussian6HBlurShader : public TextureShader<ComputeGaussian6HBlurShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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@ -142,7 +142,7 @@ public:
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}; // ComputeGaussian6HBlurShader
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// ============================================================================
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class ComputeShadowBlurHShader : public TextureRead<ComputeShadowBlurHShader, 1,
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class ComputeShadowBlurHShader : public TextureShader<ComputeShadowBlurHShader, 1,
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core::vector2df,
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std::vector<float> >
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{
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@ -159,7 +159,7 @@ public:
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}; // ComputeShadowBlurHShader
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// ============================================================================
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class Gaussian6HBlurShader : public TextureRead<Gaussian6HBlurShader, 1,
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class Gaussian6HBlurShader : public TextureShader<Gaussian6HBlurShader, 1,
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core::vector2df, float>
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{
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public:
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@ -174,7 +174,7 @@ public:
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}; // Gaussian6HBlurShader
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// ============================================================================
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class Gaussian17TapHShader : public TextureRead<Gaussian17TapHShader, 2,
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class Gaussian17TapHShader : public TextureShader<Gaussian17TapHShader, 2,
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core::vector2df>
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{
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public:
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@ -189,7 +189,7 @@ public:
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}; // Gaussian17TapHShader
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// ============================================================================
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class ComputeGaussian17TapHShader : public TextureRead<ComputeGaussian17TapHShader, 2,
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class ComputeGaussian17TapHShader : public TextureShader<ComputeGaussian17TapHShader, 2,
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core::vector2df>
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{
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public:
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@ -207,7 +207,7 @@ public:
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// ============================================================================
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class Gaussian17TapVShader : public TextureRead<Gaussian17TapVShader, 2,
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class Gaussian17TapVShader : public TextureShader<Gaussian17TapVShader, 2,
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core::vector2df>
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{
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public:
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@ -223,7 +223,7 @@ public:
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}; // Gaussian17TapVShader
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// ============================================================================
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class ComputeGaussian17TapVShader : public TextureRead<ComputeGaussian17TapVShader, 2,
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class ComputeGaussian17TapVShader : public TextureShader<ComputeGaussian17TapVShader, 2,
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core::vector2df>
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{
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public:
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@ -241,7 +241,7 @@ public:
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}; // ComputeGaussian17TapVShader
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// ============================================================================
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class BloomShader : public TextureRead<BloomShader, 1>
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class BloomShader : public TextureShader<BloomShader, 1>
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{
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public:
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BloomShader()
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@ -256,7 +256,7 @@ public:
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}; // BloomShader
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// ============================================================================
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class BloomBlendShader : public TextureRead<BloomBlendShader, 3>
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class BloomBlendShader : public TextureShader<BloomBlendShader, 3>
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{
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public:
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BloomBlendShader()
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@ -271,7 +271,7 @@ public:
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}; // BloomBlendShader
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// ============================================================================
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class LensBlendShader : public TextureRead<LensBlendShader, 3>
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class LensBlendShader : public TextureShader<LensBlendShader, 3>
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{
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public:
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LensBlendShader()
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@ -287,7 +287,7 @@ public:
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}; // LensBlendShader
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// ============================================================================
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class ToneMapShader : public TextureRead<ToneMapShader, 1, float>
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class ToneMapShader : public TextureShader<ToneMapShader, 1, float>
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{
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public:
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@ -303,7 +303,7 @@ public:
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}; // ToneMapShader
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// ============================================================================
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class DepthOfFieldShader : public TextureRead<DepthOfFieldShader, 2>
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class DepthOfFieldShader : public TextureShader<DepthOfFieldShader, 2>
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{
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public:
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DepthOfFieldShader()
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@ -318,7 +318,7 @@ public:
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}; // DepthOfFieldShader
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// ============================================================================
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class IBLShader : public TextureRead<IBLShader, 3>
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class IBLShader : public TextureShader<IBLShader, 3>
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{
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public:
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IBLShader()
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@ -337,7 +337,7 @@ public:
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}; // IBLShader
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// ============================================================================
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class DegradedIBLShader : public TextureRead<DegradedIBLShader, 1>
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class DegradedIBLShader : public TextureShader<DegradedIBLShader, 1>
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{
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public:
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DegradedIBLShader()
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@ -77,7 +77,7 @@ layout(location = 6) in vec3 Bitangent;
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*/
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// ============================================================================
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class InstancedObjectPass1Shader : public TextureRead<InstancedObjectPass1Shader, 1>
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class InstancedObjectPass1Shader : public TextureShader<InstancedObjectPass1Shader, 1>
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{
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public:
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InstancedObjectPass1Shader()
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@ -94,7 +94,7 @@ public:
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}; // class InstancedObjectPass1Shader
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// ============================================================================
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class InstancedObjectRefPass1Shader : public TextureRead<InstancedObjectRefPass1Shader, 2>
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class InstancedObjectRefPass1Shader : public TextureShader<InstancedObjectRefPass1Shader, 2>
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{
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public:
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InstancedObjectRefPass1Shader()
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@ -113,7 +113,7 @@ public:
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}; // InstancedObjectRefPass1Shader
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// ============================================================================
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class ObjectRefPass2Shader : public TextureRead<ObjectRefPass2Shader, 5,
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class ObjectRefPass2Shader : public TextureShader<ObjectRefPass2Shader, 5,
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core::matrix4, core::matrix4>
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{
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public:
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@ -133,7 +133,7 @@ public:
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}; // ObjectRefPass2Shader
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// ============================================================================
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class InstancedObjectPass2Shader : public TextureRead<InstancedObjectPass2Shader, 5>
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class InstancedObjectPass2Shader : public TextureShader<InstancedObjectPass2Shader, 5>
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{
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public:
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InstancedObjectPass2Shader()
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@ -152,7 +152,7 @@ public:
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}; // InstancedObjectPass2Shader
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// ============================================================================
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class InstancedObjectRefPass2Shader : public TextureRead<InstancedObjectRefPass2Shader, 5>
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class InstancedObjectRefPass2Shader : public TextureShader<InstancedObjectRefPass2Shader, 5>
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{
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public:
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InstancedObjectRefPass2Shader()
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@ -172,7 +172,7 @@ public:
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}; // InstancedObjectRefPass2Shader
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// ============================================================================
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class ShadowShader : public TextureRead<ShadowShader, 0, int, core::matrix4>
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class ShadowShader : public TextureShader<ShadowShader, 0, int, core::matrix4>
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{
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public:
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ShadowShader()
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@ -196,7 +196,7 @@ public:
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}; // ShadowShader
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// ============================================================================
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class InstancedShadowShader : public TextureRead<InstancedShadowShader, 0, int>
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class InstancedShadowShader : public TextureShader<InstancedShadowShader, 0, int>
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{
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public:
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InstancedShadowShader()
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@ -223,7 +223,7 @@ public:
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}; // InstancedShadowShader
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// ============================================================================
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class CRSMShader : public TextureRead<CRSMShader, 1, core::matrix4, core::matrix4,
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class CRSMShader : public TextureShader<CRSMShader, 1, core::matrix4, core::matrix4,
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core::matrix4>
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{
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public:
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@ -240,7 +240,7 @@ public:
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// ============================================================================
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class SplattingRSMShader : public TextureRead<SplattingRSMShader, 5, core::matrix4,
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class SplattingRSMShader : public TextureShader<SplattingRSMShader, 5, core::matrix4,
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core::matrix4>
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{
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public:
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@ -261,7 +261,7 @@ public:
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}; // SplattingRSMShader
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// ============================================================================
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class CInstancedRSMShader : public TextureRead<CInstancedRSMShader, 1, core::matrix4>
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class CInstancedRSMShader : public TextureShader<CInstancedRSMShader, 1, core::matrix4>
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{
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public:
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CInstancedRSMShader()
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@ -277,7 +277,7 @@ public:
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}; // CInstancedRSMShader
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// ============================================================================
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class SphereMapShader : public TextureRead<SphereMapShader, 4, core::matrix4,
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class SphereMapShader : public TextureShader<SphereMapShader, 4, core::matrix4,
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core::matrix4>
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{
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public:
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@ -297,7 +297,7 @@ public:
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}; // SphereMapShader
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// ============================================================================
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class InstancedSphereMapShader : public TextureRead<InstancedSphereMapShader, 4>
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class InstancedSphereMapShader : public TextureShader<InstancedSphereMapShader, 4>
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{
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public:
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InstancedSphereMapShader()
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@ -317,7 +317,7 @@ public:
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}; // InstancedSphereMapShader
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// ============================================================================
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class SplattingShader : public TextureRead<SplattingShader, 8, core::matrix4>
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class SplattingShader : public TextureShader<SplattingShader, 8, core::matrix4>
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{
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public:
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SplattingShader()
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@ -340,7 +340,7 @@ public:
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}; // SplattingShader
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// ============================================================================
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class ObjectRefPass1Shader : public TextureRead<ObjectRefPass1Shader, 2, core::matrix4,
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class ObjectRefPass1Shader : public TextureShader<ObjectRefPass1Shader, 2, core::matrix4,
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core::matrix4, core::matrix4>
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{
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public:
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@ -358,7 +358,7 @@ public:
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// ============================================================================
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class NormalMapShader : public TextureRead<NormalMapShader, 2, core::matrix4,
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class NormalMapShader : public TextureShader<NormalMapShader, 2, core::matrix4,
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core::matrix4>
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{
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public:
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@ -376,7 +376,7 @@ public:
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}; // NormalMapShader
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// ============================================================================
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class InstancedNormalMapShader : public TextureRead<InstancedNormalMapShader, 2>
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class InstancedNormalMapShader : public TextureShader<InstancedNormalMapShader, 2>
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{
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public:
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InstancedNormalMapShader()
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@ -393,7 +393,7 @@ public:
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}; // InstancedNormalMapShader
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// ============================================================================
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class ObjectUnlitShader : public TextureRead<ObjectUnlitShader, 4, core::matrix4,
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class ObjectUnlitShader : public TextureShader<ObjectUnlitShader, 4, core::matrix4,
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core::matrix4>
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{
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public:
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@ -411,7 +411,7 @@ public:
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}; // ObjectUnlitShader
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// ============================================================================
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class InstancedObjectUnlitShader : public TextureRead<InstancedObjectUnlitShader, 4>
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class InstancedObjectUnlitShader : public TextureShader<InstancedObjectUnlitShader, 4>
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{
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public:
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InstancedObjectUnlitShader()
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@ -548,7 +548,7 @@ const STK::Tuple<size_t> UnlitMat::ShadowTextures = STK::Tuple<size_t>(0);
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const STK::Tuple<size_t> UnlitMat::RSMTextures = STK::Tuple<size_t>(0);
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// ============================================================================
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class GrassPass1Shader : public TextureRead<GrassPass1Shader, 2, core::matrix4,
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class GrassPass1Shader : public TextureShader<GrassPass1Shader, 2, core::matrix4,
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core::matrix4, core::vector3df>
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{
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public:
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@ -566,7 +566,7 @@ public:
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}; // class GrassPass1Shader
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// ============================================================================
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class InstancedGrassPass1Shader : public TextureRead<InstancedGrassPass1Shader, 2,
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class InstancedGrassPass1Shader : public TextureShader<InstancedGrassPass1Shader, 2,
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core::vector3df>
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{
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public:
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@ -584,7 +584,7 @@ public:
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}; // InstancedGrassPass1Shader
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// ============================================================================
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class GrassShadowShader : public TextureRead<GrassShadowShader, 1, int, core::matrix4,
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class GrassShadowShader : public TextureShader<GrassShadowShader, 1, int, core::matrix4,
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core::vector3df>
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{
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public:
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@ -611,7 +611,7 @@ public:
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}; // GrassShadowShader
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// ============================================================================
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class InstancedGrassShadowShader : public TextureRead<InstancedGrassShadowShader, 1,
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class InstancedGrassShadowShader : public TextureShader<InstancedGrassShadowShader, 1,
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int, core::vector3df>
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{
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public:
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@ -642,7 +642,7 @@ public:
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// ============================================================================
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class GrassPass2Shader : public TextureRead<GrassPass2Shader, 5, core::matrix4,
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class GrassPass2Shader : public TextureShader<GrassPass2Shader, 5, core::matrix4,
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core::vector3df>
|
||||
{
|
||||
public:
|
||||
@ -662,7 +662,7 @@ public:
|
||||
}; // GrassPass2Shader
|
||||
|
||||
// ============================================================================
|
||||
class InstancedGrassPass2Shader : public TextureRead<InstancedGrassPass2Shader, 6,
|
||||
class InstancedGrassPass2Shader : public TextureShader<InstancedGrassPass2Shader, 6,
|
||||
core::vector3df, core::vector3df>
|
||||
{
|
||||
public:
|
||||
@ -684,7 +684,7 @@ public:
|
||||
}; // InstancedGrassPass2Shader
|
||||
|
||||
// ============================================================================
|
||||
class DetailedObjectPass2Shader : public TextureRead<DetailedObjectPass2Shader, 6,
|
||||
class DetailedObjectPass2Shader : public TextureShader<DetailedObjectPass2Shader, 6,
|
||||
core::matrix4>
|
||||
{
|
||||
public:
|
||||
@ -704,7 +704,7 @@ public:
|
||||
}; // DetailedObjectPass2Shader
|
||||
|
||||
// ============================================================================
|
||||
class InstancedDetailedObjectPass2Shader : public TextureRead<InstancedDetailedObjectPass2Shader, 6>
|
||||
class InstancedDetailedObjectPass2Shader : public TextureShader<InstancedDetailedObjectPass2Shader, 6>
|
||||
{
|
||||
public:
|
||||
InstancedDetailedObjectPass2Shader()
|
||||
|
@ -21,7 +21,7 @@
|
||||
#include "config/user_config.hpp"
|
||||
#include "graphics/shader.hpp"
|
||||
#include "graphics/shared_gpu_objects.hpp"
|
||||
#include "graphics/texture_read.hpp"
|
||||
#include "graphics/texture_shader.hpp"
|
||||
|
||||
#include <IMeshSceneNode.h>
|
||||
#include <IShaderConstantSetCallBack.h>
|
||||
@ -34,7 +34,7 @@ class ParticleSystemProxy;
|
||||
|
||||
namespace MeshShader
|
||||
{
|
||||
class ObjectPass1Shader : public TextureRead<ObjectPass1Shader, 1,
|
||||
class ObjectPass1Shader : public TextureShader<ObjectPass1Shader, 1,
|
||||
core::matrix4, core::matrix4>
|
||||
{
|
||||
public:
|
||||
@ -43,7 +43,7 @@ public:
|
||||
|
||||
|
||||
|
||||
class ObjectPass2Shader : public TextureRead<ObjectPass2Shader, 5, core::matrix4, core::matrix4>
|
||||
class ObjectPass2Shader : public TextureShader<ObjectPass2Shader, 5, core::matrix4, core::matrix4>
|
||||
{
|
||||
public:
|
||||
ObjectPass2Shader();
|
||||
@ -52,13 +52,13 @@ public:
|
||||
|
||||
|
||||
|
||||
class TransparentShader : public TextureRead<TransparentShader, 1, core::matrix4, core::matrix4>
|
||||
class TransparentShader : public TextureShader<TransparentShader, 1, core::matrix4, core::matrix4>
|
||||
{
|
||||
public:
|
||||
TransparentShader();
|
||||
};
|
||||
|
||||
class TransparentFogShader : public TextureRead<TransparentFogShader, 1, core::matrix4, core::matrix4, float, float,
|
||||
class TransparentFogShader : public TextureShader<TransparentFogShader, 1, core::matrix4, core::matrix4, float, float,
|
||||
float, float, float, video::SColorf>
|
||||
{
|
||||
public:
|
||||
@ -80,13 +80,13 @@ public:
|
||||
|
||||
|
||||
|
||||
class RefShadowShader : public TextureRead<RefShadowShader, 1, int, core::matrix4>
|
||||
class RefShadowShader : public TextureShader<RefShadowShader, 1, int, core::matrix4>
|
||||
{
|
||||
public:
|
||||
RefShadowShader();
|
||||
};
|
||||
|
||||
class InstancedRefShadowShader : public TextureRead<InstancedRefShadowShader, 1, int>
|
||||
class InstancedRefShadowShader : public TextureShader<InstancedRefShadowShader, 1, int>
|
||||
{
|
||||
public:
|
||||
InstancedRefShadowShader();
|
||||
@ -99,14 +99,14 @@ public:
|
||||
DisplaceMaskShader();
|
||||
};
|
||||
|
||||
class DisplaceShader : public TextureRead<DisplaceShader, 4, core::matrix4,
|
||||
class DisplaceShader : public TextureShader<DisplaceShader, 4, core::matrix4,
|
||||
core::vector2df, core::vector2df>
|
||||
{
|
||||
public:
|
||||
DisplaceShader();
|
||||
};
|
||||
|
||||
class SkyboxShader : public TextureRead<SkyboxShader,1>
|
||||
class SkyboxShader : public TextureShader<SkyboxShader,1>
|
||||
{
|
||||
public:
|
||||
SkyboxShader();
|
||||
@ -146,7 +146,7 @@ namespace LightShader
|
||||
};
|
||||
|
||||
|
||||
class PointLightShader : public TextureRead<PointLightShader, 2>
|
||||
class PointLightShader : public TextureShader<PointLightShader, 2>
|
||||
{
|
||||
public:
|
||||
GLuint vbo;
|
||||
@ -154,7 +154,7 @@ namespace LightShader
|
||||
PointLightShader();
|
||||
};
|
||||
|
||||
class PointLightScatterShader : public TextureRead<PointLightScatterShader, 1, float, core::vector3df>
|
||||
class PointLightScatterShader : public TextureShader<PointLightScatterShader, 1, float, core::vector3df>
|
||||
{
|
||||
public:
|
||||
GLuint vbo;
|
||||
@ -177,25 +177,25 @@ namespace FullScreenShader
|
||||
{
|
||||
|
||||
|
||||
class SunLightShader : public TextureRead<SunLightShader, 2, core::vector3df, video::SColorf>
|
||||
class SunLightShader : public TextureShader<SunLightShader, 2, core::vector3df, video::SColorf>
|
||||
{
|
||||
public:
|
||||
SunLightShader();
|
||||
};
|
||||
|
||||
class ShadowedSunLightShaderPCF : public TextureRead<ShadowedSunLightShaderPCF, 3, float, float, float, float, float>
|
||||
class ShadowedSunLightShaderPCF : public TextureShader<ShadowedSunLightShaderPCF, 3, float, float, float, float, float>
|
||||
{
|
||||
public:
|
||||
ShadowedSunLightShaderPCF();
|
||||
};
|
||||
|
||||
class ShadowedSunLightShaderESM : public TextureRead<ShadowedSunLightShaderESM, 3, float, float, float, float>
|
||||
class ShadowedSunLightShaderESM : public TextureShader<ShadowedSunLightShaderESM, 3, float, float, float, float>
|
||||
{
|
||||
public:
|
||||
ShadowedSunLightShaderESM();
|
||||
};
|
||||
|
||||
class RadianceHintsConstructionShader : public TextureRead<RadianceHintsConstructionShader, 3, core::matrix4,
|
||||
class RadianceHintsConstructionShader : public TextureShader<RadianceHintsConstructionShader, 3, core::matrix4,
|
||||
core::matrix4, core::vector3df, video::SColorf>
|
||||
{
|
||||
public:
|
||||
@ -203,7 +203,7 @@ public:
|
||||
};
|
||||
|
||||
// Workaround for a bug found in kepler nvidia linux and fermi nvidia windows
|
||||
class NVWorkaroundRadianceHintsConstructionShader : public TextureRead<NVWorkaroundRadianceHintsConstructionShader,
|
||||
class NVWorkaroundRadianceHintsConstructionShader : public TextureShader<NVWorkaroundRadianceHintsConstructionShader,
|
||||
3, core::matrix4, core::matrix4, core::vector3df,
|
||||
int, video::SColorf>
|
||||
{
|
||||
@ -219,21 +219,21 @@ public:
|
||||
RHDebug();
|
||||
};
|
||||
|
||||
class GlobalIlluminationReconstructionShader : public TextureRead<GlobalIlluminationReconstructionShader, 5,
|
||||
class GlobalIlluminationReconstructionShader : public TextureShader<GlobalIlluminationReconstructionShader, 5,
|
||||
core::matrix4, core::matrix4, core::vector3df>
|
||||
{
|
||||
public:
|
||||
GlobalIlluminationReconstructionShader();
|
||||
};
|
||||
|
||||
class HorizontalBlurShader : public TextureRead<HorizontalBlurShader, 1, core::vector2df>
|
||||
class HorizontalBlurShader : public TextureShader<HorizontalBlurShader, 1, core::vector2df>
|
||||
{
|
||||
public:
|
||||
HorizontalBlurShader();
|
||||
};
|
||||
|
||||
|
||||
class PassThroughShader : public TextureRead<PassThroughShader, 1, int, int>
|
||||
class PassThroughShader : public TextureShader<PassThroughShader, 1, int, int>
|
||||
{
|
||||
public:
|
||||
PassThroughShader();
|
||||
@ -248,13 +248,13 @@ public:
|
||||
LayerPassThroughShader();
|
||||
};
|
||||
|
||||
class LinearizeDepthShader : public TextureRead<LinearizeDepthShader, 1, float, float>
|
||||
class LinearizeDepthShader : public TextureShader<LinearizeDepthShader, 1, float, float>
|
||||
{
|
||||
public:
|
||||
LinearizeDepthShader();
|
||||
};
|
||||
|
||||
class LightspaceBoundingBoxShader : public TextureRead<LightspaceBoundingBoxShader, 1,
|
||||
class LightspaceBoundingBoxShader : public TextureShader<LightspaceBoundingBoxShader, 1,
|
||||
core::matrix4, float, float,
|
||||
float, float>
|
||||
{
|
||||
@ -268,13 +268,13 @@ public:
|
||||
ShadowMatrixesGenerationShader();
|
||||
};
|
||||
|
||||
class DepthHistogramShader : public TextureRead<DepthHistogramShader, 1>
|
||||
class DepthHistogramShader : public TextureShader<DepthHistogramShader, 1>
|
||||
{
|
||||
public:
|
||||
DepthHistogramShader();
|
||||
};
|
||||
|
||||
class GlowShader : public TextureRead<GlowShader, 1>
|
||||
class GlowShader : public TextureShader<GlowShader, 1>
|
||||
{
|
||||
public:
|
||||
GLuint vao;
|
||||
@ -282,49 +282,49 @@ public:
|
||||
GlowShader();
|
||||
};
|
||||
|
||||
class SSAOShader : public TextureRead<SSAOShader, 1, float, float, float>
|
||||
class SSAOShader : public TextureShader<SSAOShader, 1, float, float, float>
|
||||
{
|
||||
public:
|
||||
SSAOShader();
|
||||
};
|
||||
|
||||
class FogShader : public TextureRead<FogShader, 1, float, core::vector3df>
|
||||
class FogShader : public TextureShader<FogShader, 1, float, core::vector3df>
|
||||
{
|
||||
public:
|
||||
FogShader();
|
||||
};
|
||||
|
||||
class MotionBlurShader : public TextureRead<MotionBlurShader, 2, core::matrix4, core::vector2df, float, float>
|
||||
class MotionBlurShader : public TextureShader<MotionBlurShader, 2, core::matrix4, core::vector2df, float, float>
|
||||
{
|
||||
public:
|
||||
MotionBlurShader();
|
||||
};
|
||||
|
||||
class GodFadeShader : public TextureRead<GodFadeShader, 1, video::SColorf>
|
||||
class GodFadeShader : public TextureShader<GodFadeShader, 1, video::SColorf>
|
||||
{
|
||||
public:
|
||||
GodFadeShader();
|
||||
};
|
||||
|
||||
class GodRayShader : public TextureRead<GodRayShader, 1, core::vector2df>
|
||||
class GodRayShader : public TextureShader<GodRayShader, 1, core::vector2df>
|
||||
{
|
||||
public:
|
||||
GodRayShader();
|
||||
};
|
||||
|
||||
class MLAAColorEdgeDetectionSHader : public TextureRead<MLAAColorEdgeDetectionSHader, 1, core::vector2df>
|
||||
class MLAAColorEdgeDetectionSHader : public TextureShader<MLAAColorEdgeDetectionSHader, 1, core::vector2df>
|
||||
{
|
||||
public:
|
||||
MLAAColorEdgeDetectionSHader();
|
||||
};
|
||||
|
||||
class MLAABlendWeightSHader : public TextureRead<MLAABlendWeightSHader, 2, core::vector2df>
|
||||
class MLAABlendWeightSHader : public TextureShader<MLAABlendWeightSHader, 2, core::vector2df>
|
||||
{
|
||||
public:
|
||||
MLAABlendWeightSHader();
|
||||
};
|
||||
|
||||
class MLAAGatherSHader : public TextureRead<MLAAGatherSHader, 2, core::vector2df>
|
||||
class MLAAGatherSHader : public TextureShader<MLAAGatherSHader, 2, core::vector2df>
|
||||
{
|
||||
public:
|
||||
MLAAGatherSHader();
|
||||
|
@ -30,7 +30,7 @@ using namespace irr;
|
||||
static GLuint billboardvao = 0;
|
||||
|
||||
|
||||
class BillboardShader : public TextureRead<BillboardShader, 1, core::matrix4,
|
||||
class BillboardShader : public TextureShader<BillboardShader, 1, core::matrix4,
|
||||
core::matrix4, core::vector3df,
|
||||
core::dimension2df>
|
||||
{
|
||||
|
@ -16,24 +16,24 @@
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#include "graphics/texture_read.hpp"
|
||||
#include "graphics/texture_shader.hpp"
|
||||
|
||||
#include "config/user_config.hpp"
|
||||
|
||||
TextureReadBaseNew::BindFunction TextureReadBaseNew::m_all_bind_functions[] =
|
||||
{ /* ST_NEAREST_FILTERED */ &TextureReadBaseNew::bindTextureNearest,
|
||||
/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ &TextureReadBaseNew::bindTextureTrilinearAnisotropic,
|
||||
/* ST_TRILINEAR_CUBEMAP */ &TextureReadBaseNew::bindCubemapTrilinear,
|
||||
/* ST_BILINEAR_FILTERED */ &TextureReadBaseNew::bindTextureBilinear,
|
||||
/* ST_SHADOW_SAMPLER */ &TextureReadBaseNew::bindTextureShadow,
|
||||
/* ST_TRILINEAR_CLAMPED_ARRAY2D */ &TextureReadBaseNew::bindTrilinearClampedArrayTexture,
|
||||
/* ST_VOLUME_LINEAR_FILTERED */ &TextureReadBaseNew::bindTextureVolume,
|
||||
/* ST_NEARED_CLAMPED_FILTERED */ &TextureReadBaseNew::bindTextureNearestClamped,
|
||||
/* ST_BILINEAR_CLAMPED_FILTERED */ &TextureReadBaseNew::bindTextureBilinearClamped,
|
||||
/* ST_SEMI_TRILINEAR */ &TextureReadBaseNew::bindTextureSemiTrilinear
|
||||
TextureShaderBase::BindFunction TextureShaderBase::m_all_bind_functions[] =
|
||||
{ /* ST_NEAREST_FILTERED */ &TextureShaderBase::bindTextureNearest,
|
||||
/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ &TextureShaderBase::bindTextureTrilinearAnisotropic,
|
||||
/* ST_TRILINEAR_CUBEMAP */ &TextureShaderBase::bindCubemapTrilinear,
|
||||
/* ST_BILINEAR_FILTERED */ &TextureShaderBase::bindTextureBilinear,
|
||||
/* ST_SHADOW_SAMPLER */ &TextureShaderBase::bindTextureShadow,
|
||||
/* ST_TRILINEAR_CLAMPED_ARRAY2D */ &TextureShaderBase::bindTrilinearClampedArrayTexture,
|
||||
/* ST_VOLUME_LINEAR_FILTERED */ &TextureShaderBase::bindTextureVolume,
|
||||
/* ST_NEARED_CLAMPED_FILTERED */ &TextureShaderBase::bindTextureNearestClamped,
|
||||
/* ST_BILINEAR_CLAMPED_FILTERED */ &TextureShaderBase::bindTextureBilinearClamped,
|
||||
/* ST_SEMI_TRILINEAR */ &TextureShaderBase::bindTextureSemiTrilinear
|
||||
};
|
||||
|
||||
GLuint TextureReadBaseNew::m_all_texture_types[] =
|
||||
GLuint TextureShaderBase::m_all_texture_types[] =
|
||||
{ /* ST_NEAREST_FILTERED */ GL_TEXTURE_2D,
|
||||
/* ST_TRILINEAR_ANISOTROPIC_FILTERED */ GL_TEXTURE_2D,
|
||||
/* ST_TRILINEAR_CUBEMAP */ GL_TEXTURE_CUBE_MAP,
|
||||
@ -47,7 +47,7 @@ GLuint TextureReadBaseNew::m_all_texture_types[] =
|
||||
};
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureNearest(GLuint texture_unit, GLuint tex)
|
||||
void TextureShaderBase::bindTextureNearest(GLuint texture_unit, GLuint tex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + texture_unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
@ -60,7 +60,7 @@ void TextureReadBaseNew::bindTextureNearest(GLuint texture_unit, GLuint tex)
|
||||
} // bindTextureNearest
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureTrilinearAnisotropic(GLuint tex_unit, GLuint tex)
|
||||
void TextureShaderBase::bindTextureTrilinearAnisotropic(GLuint tex_unit, GLuint tex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
@ -75,7 +75,7 @@ void TextureReadBaseNew::bindTextureTrilinearAnisotropic(GLuint tex_unit, GLuint
|
||||
} // bindTextureTrilinearAnisotropic
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindCubemapTrilinear(unsigned tex_unit, unsigned tex)
|
||||
void TextureShaderBase::bindCubemapTrilinear(unsigned tex_unit, unsigned tex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
|
||||
@ -91,7 +91,7 @@ void TextureReadBaseNew::bindCubemapTrilinear(unsigned tex_unit, unsigned tex)
|
||||
} // bindCubemapTrilinear
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureNearestClamped(GLuint texture_unit,
|
||||
void TextureShaderBase::bindTextureNearestClamped(GLuint texture_unit,
|
||||
GLuint tex_id)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + texture_unit);
|
||||
@ -106,7 +106,7 @@ void TextureReadBaseNew::bindTextureNearestClamped(GLuint texture_unit,
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureBilinear(GLuint texture_unit, GLuint tex)
|
||||
void TextureShaderBase::bindTextureBilinear(GLuint texture_unit, GLuint tex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + texture_unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
@ -118,7 +118,7 @@ void TextureReadBaseNew::bindTextureBilinear(GLuint texture_unit, GLuint tex)
|
||||
} // bindTextureBilinear
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureBilinearClamped(GLuint tex_unit, GLuint tex)
|
||||
void TextureShaderBase::bindTextureBilinearClamped(GLuint tex_unit, GLuint tex)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex);
|
||||
@ -130,7 +130,7 @@ void TextureReadBaseNew::bindTextureBilinearClamped(GLuint tex_unit, GLuint tex)
|
||||
} // bindTextureBilinearClamped
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureSemiTrilinear(GLuint tex_unit, GLuint tex_id)
|
||||
void TextureShaderBase::bindTextureSemiTrilinear(GLuint tex_unit, GLuint tex_id)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
glBindTexture(GL_TEXTURE_2D, tex_id);
|
||||
@ -142,7 +142,7 @@ void TextureReadBaseNew::bindTextureSemiTrilinear(GLuint tex_unit, GLuint tex_id
|
||||
} // bindTextureSemiTrilinear
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureShadow(GLuint tex_unit, GLuint tex_id)
|
||||
void TextureShaderBase::bindTextureShadow(GLuint tex_unit, GLuint tex_id)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, tex_id);
|
||||
@ -155,7 +155,7 @@ void TextureReadBaseNew::bindTextureShadow(GLuint tex_unit, GLuint tex_id)
|
||||
} // bindTextureShadow
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTrilinearClampedArrayTexture(unsigned tex_unit,
|
||||
void TextureShaderBase::bindTrilinearClampedArrayTexture(unsigned tex_unit,
|
||||
unsigned tex_id)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
@ -171,7 +171,7 @@ void TextureReadBaseNew::bindTrilinearClampedArrayTexture(unsigned tex_unit,
|
||||
} // bindTrilinearClampedArrayTexture
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
void TextureReadBaseNew::bindTextureVolume(unsigned tex_unit, unsigned tex_id)
|
||||
void TextureShaderBase::bindTextureVolume(unsigned tex_unit, unsigned tex_id)
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0 + tex_unit);
|
||||
glBindTexture(GL_TEXTURE_3D, tex_id);
|
||||
@ -184,7 +184,7 @@ void TextureReadBaseNew::bindTextureVolume(unsigned tex_unit, unsigned tex_id)
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
|
||||
GLuint TextureReadBaseNew::createSamplers(SamplerTypeNew sampler_type)
|
||||
GLuint TextureShaderBase::createSamplers(SamplerTypeNew sampler_type)
|
||||
{
|
||||
switch (sampler_type)
|
||||
{
|
||||
@ -225,7 +225,7 @@ GLuint TextureReadBaseNew::createSamplers(SamplerTypeNew sampler_type)
|
||||
} // createSamplers
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createNearestSampler()
|
||||
GLuint TextureShaderBase::createNearestSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
||||
@ -240,7 +240,7 @@ GLuint TextureReadBaseNew::createNearestSampler()
|
||||
} // createNearestSampler
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createTrilinearSampler()
|
||||
GLuint TextureShaderBase::createTrilinearSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
||||
@ -258,7 +258,7 @@ GLuint TextureReadBaseNew::createTrilinearSampler()
|
||||
} // createTrilinearSampler
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createBilinearSampler()
|
||||
GLuint TextureShaderBase::createBilinearSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
||||
@ -272,7 +272,7 @@ GLuint TextureReadBaseNew::createBilinearSampler()
|
||||
#endif
|
||||
} // createBilinearSampler
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createShadowSampler()
|
||||
GLuint TextureShaderBase::createShadowSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
||||
@ -288,7 +288,7 @@ GLuint TextureReadBaseNew::createShadowSampler()
|
||||
} // createShadowSampler
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createBilinearClampedSampler()
|
||||
GLuint TextureShaderBase::createBilinearClampedSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
||||
@ -304,7 +304,7 @@ GLuint TextureReadBaseNew::createBilinearClampedSampler()
|
||||
|
||||
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createTrilinearClampedArray()
|
||||
GLuint TextureShaderBase::createTrilinearClampedArray()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
||||
@ -321,7 +321,7 @@ GLuint TextureReadBaseNew::createTrilinearClampedArray()
|
||||
#endif
|
||||
} // createTrilinearClampedArray
|
||||
// ----------------------------------------------------------------------------
|
||||
GLuint TextureReadBaseNew::createSemiTrilinearSampler()
|
||||
GLuint TextureShaderBase::createSemiTrilinearSampler()
|
||||
{
|
||||
#ifdef GL_VERSION_3_3
|
||||
unsigned id;
|
@ -15,8 +15,8 @@
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#ifndef HEADER_TEXTURE_READ_HPP
|
||||
#define HEADER_TEXTURE_READ_HPP
|
||||
#ifndef HEADER_TEXTURE_SHADER_HPP
|
||||
#define HEADER_TEXTURE_SHADER_HPP
|
||||
|
||||
#include "graphics/central_settings.hpp"
|
||||
#include "graphics/gl_headers.hpp"
|
||||
@ -44,7 +44,7 @@ enum SamplerTypeNew
|
||||
}; // SamplerTypeNew
|
||||
|
||||
|
||||
class TextureReadBaseNew
|
||||
class TextureShaderBase
|
||||
{
|
||||
public:
|
||||
typedef std::function<void(GLuint, GLuint)> BindFunction;
|
||||
@ -75,7 +75,7 @@ protected:
|
||||
static BindFunction m_all_bind_functions[];
|
||||
std::vector<BindFunction> m_bind_functions;
|
||||
static GLuint m_all_texture_types[];
|
||||
}; // TextureReadBaseNew
|
||||
}; // TextureshaderBase
|
||||
|
||||
// ========================================================================
|
||||
/** Class C needs to be the newly declared shaders class (necessary for
|
||||
@ -84,7 +84,8 @@ protected:
|
||||
* right number of arguments are supplied to the variadic functions.
|
||||
*/
|
||||
template<class C, int NUM_TEXTURES, typename...tp>
|
||||
class TextureRead : public TextureReadBaseNew, public Shader<C, tp...>
|
||||
class TextureShader : public TextureShaderBase
|
||||
, public Shader<C, tp...>
|
||||
{
|
||||
|
||||
private:
|
||||
@ -230,13 +231,13 @@ public:
|
||||
// ------------------------------------------------------------------------
|
||||
/** Destructor which frees al lsampler ids.
|
||||
*/
|
||||
~TextureRead()
|
||||
~TextureShader()
|
||||
{
|
||||
for (unsigned i = 0; i < m_sampler_ids.size(); i++)
|
||||
glDeleteSamplers(1, &m_sampler_ids[i]);
|
||||
} // ~TextureRead
|
||||
} // ~TextureShader
|
||||
|
||||
|
||||
}; // class TextureRead
|
||||
}; // class TextureShader
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user