diff --git a/sources.cmake b/sources.cmake index 0837c5629..8f7f40bbb 100644 --- a/sources.cmake +++ b/sources.cmake @@ -1,5 +1,5 @@ # Modify this file to change the last-modified date when you add/remove a file. -# This will then trigger a new cmake run automatically. +# This will then trigger a new cmake run automatically. file(GLOB_RECURSE STK_HEADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.hpp") file(GLOB_RECURSE STK_SOURCES RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.cpp") file(GLOB_RECURSE STK_SHADERS RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "data/shaders/*") diff --git a/src/graphics/2dutils.cpp b/src/graphics/2dutils.cpp index 802117653..6bdf8aa13 100644 --- a/src/graphics/2dutils.cpp +++ b/src/graphics/2dutils.cpp @@ -21,7 +21,7 @@ #include "graphics/shader.hpp" #include "graphics/shaders.hpp" #include "graphics/shared_gpu_objects.hpp" -#include "graphics/texture_read.hpp" +#include "graphics/texture_shader.hpp" #include "glwrap.hpp" #include "utils/cpp2011.hpp" @@ -29,7 +29,7 @@ // ============================================================================ -class Primitive2DList : public TextureRead +class Primitive2DList : public TextureShader { public: Primitive2DList() @@ -42,7 +42,7 @@ public: }; //Primitive2DList // ============================================================================ -class UniformColoredTextureRectShader : public TextureRead @@ -60,7 +60,7 @@ public: }; // UniformColoredTextureRectShader // ============================================================================ -class TextureRectShader : public TextureRead { @@ -90,7 +90,7 @@ public: // ============================================================================ -class ColoredTextureRectShader : public TextureRead { diff --git a/src/graphics/IBL.cpp b/src/graphics/IBL.cpp index f728df098..7286e87ec 100644 --- a/src/graphics/IBL.cpp +++ b/src/graphics/IBL.cpp @@ -26,7 +26,7 @@ #include -class SpecularIBLGenerator : public TextureRead { public: diff --git a/src/graphics/gpuparticles.cpp b/src/graphics/gpuparticles.cpp index 0306ec002..3c8fa5a8c 100644 --- a/src/graphics/gpuparticles.cpp +++ b/src/graphics/gpuparticles.cpp @@ -23,7 +23,7 @@ #include "graphics/particle_emitter.hpp" #include "graphics/shaders.hpp" #include "graphics/shared_gpu_objects.hpp" -#include "graphics/texture_read.hpp" +#include "graphics/texture_shader.hpp" #include "guiengine/engine.hpp" #include "io/file_manager.hpp" @@ -54,7 +54,7 @@ public: /** A Shader to render particles. */ -class SimpleParticleRender : public TextureRead { public: @@ -74,7 +74,7 @@ public: // ============================================================================ -class FlipParticleRender : public TextureRead +class FlipParticleRender : public TextureShader { public: FlipParticleRender() diff --git a/src/graphics/post_processing.cpp b/src/graphics/post_processing.cpp index 4f5a7ec76..c20b50643 100644 --- a/src/graphics/post_processing.cpp +++ b/src/graphics/post_processing.cpp @@ -43,7 +43,7 @@ using namespace video; using namespace scene; // ============================================================================ -class Gaussian3HBlurShader : public TextureRead { public: @@ -58,7 +58,7 @@ public: }; // Gaussian3HBlurShader // ============================================================================ -class ComputeShadowBlurVShader : public TextureRead > { @@ -76,7 +76,7 @@ public: }; // ComputeShadowBlurVShader // ============================================================================ -class Gaussian6VBlurShader : public TextureRead { public: @@ -91,7 +91,7 @@ public: }; // Gaussian6VBlurShader // ============================================================================ -class Gaussian3VBlurShader : public TextureRead { public: @@ -106,7 +106,7 @@ public: }; // Gaussian3VBlurShader // ============================================================================ -class ComputeGaussian6VBlurShader : public TextureRead > { @@ -124,7 +124,7 @@ public: }; // ComputeGaussian6VBlurShader // ============================================================================ -class ComputeGaussian6HBlurShader : public TextureRead > { @@ -142,7 +142,7 @@ public: }; // ComputeGaussian6HBlurShader // ============================================================================ -class ComputeShadowBlurHShader : public TextureRead > { @@ -159,7 +159,7 @@ public: }; // ComputeShadowBlurHShader // ============================================================================ -class Gaussian6HBlurShader : public TextureRead { public: @@ -174,7 +174,7 @@ public: }; // Gaussian6HBlurShader // ============================================================================ -class Gaussian17TapHShader : public TextureRead { public: @@ -189,7 +189,7 @@ public: }; // Gaussian17TapHShader // ============================================================================ -class ComputeGaussian17TapHShader : public TextureRead { public: @@ -207,7 +207,7 @@ public: // ============================================================================ -class Gaussian17TapVShader : public TextureRead { public: @@ -223,7 +223,7 @@ public: }; // Gaussian17TapVShader // ============================================================================ -class ComputeGaussian17TapVShader : public TextureRead { public: @@ -241,7 +241,7 @@ public: }; // ComputeGaussian17TapVShader // ============================================================================ -class BloomShader : public TextureRead +class BloomShader : public TextureShader { public: BloomShader() @@ -256,7 +256,7 @@ public: }; // BloomShader // ============================================================================ -class BloomBlendShader : public TextureRead +class BloomBlendShader : public TextureShader { public: BloomBlendShader() @@ -271,7 +271,7 @@ public: }; // BloomBlendShader // ============================================================================ -class LensBlendShader : public TextureRead +class LensBlendShader : public TextureShader { public: LensBlendShader() @@ -287,7 +287,7 @@ public: }; // LensBlendShader // ============================================================================ -class ToneMapShader : public TextureRead +class ToneMapShader : public TextureShader { public: @@ -303,7 +303,7 @@ public: }; // ToneMapShader // ============================================================================ -class DepthOfFieldShader : public TextureRead +class DepthOfFieldShader : public TextureShader { public: DepthOfFieldShader() @@ -318,7 +318,7 @@ public: }; // DepthOfFieldShader // ============================================================================ -class IBLShader : public TextureRead +class IBLShader : public TextureShader { public: IBLShader() @@ -337,7 +337,7 @@ public: }; // IBLShader // ============================================================================ -class DegradedIBLShader : public TextureRead +class DegradedIBLShader : public TextureShader { public: DegradedIBLShader() diff --git a/src/graphics/render_geometry.cpp b/src/graphics/render_geometry.cpp index 894a5f959..41e5f1f51 100644 --- a/src/graphics/render_geometry.cpp +++ b/src/graphics/render_geometry.cpp @@ -77,7 +77,7 @@ layout(location = 6) in vec3 Bitangent; */ // ============================================================================ -class InstancedObjectPass1Shader : public TextureRead +class InstancedObjectPass1Shader : public TextureShader { public: InstancedObjectPass1Shader() @@ -94,7 +94,7 @@ public: }; // class InstancedObjectPass1Shader // ============================================================================ -class InstancedObjectRefPass1Shader : public TextureRead +class InstancedObjectRefPass1Shader : public TextureShader { public: InstancedObjectRefPass1Shader() @@ -113,7 +113,7 @@ public: }; // InstancedObjectRefPass1Shader // ============================================================================ -class ObjectRefPass2Shader : public TextureRead { public: @@ -133,7 +133,7 @@ public: }; // ObjectRefPass2Shader // ============================================================================ -class InstancedObjectPass2Shader : public TextureRead +class InstancedObjectPass2Shader : public TextureShader { public: InstancedObjectPass2Shader() @@ -152,7 +152,7 @@ public: }; // InstancedObjectPass2Shader // ============================================================================ -class InstancedObjectRefPass2Shader : public TextureRead +class InstancedObjectRefPass2Shader : public TextureShader { public: InstancedObjectRefPass2Shader() @@ -172,7 +172,7 @@ public: }; // InstancedObjectRefPass2Shader // ============================================================================ -class ShadowShader : public TextureRead +class ShadowShader : public TextureShader { public: ShadowShader() @@ -196,7 +196,7 @@ public: }; // ShadowShader // ============================================================================ -class InstancedShadowShader : public TextureRead +class InstancedShadowShader : public TextureShader { public: InstancedShadowShader() @@ -223,7 +223,7 @@ public: }; // InstancedShadowShader // ============================================================================ -class CRSMShader : public TextureRead { public: @@ -240,7 +240,7 @@ public: // ============================================================================ -class SplattingRSMShader : public TextureRead { public: @@ -261,7 +261,7 @@ public: }; // SplattingRSMShader // ============================================================================ -class CInstancedRSMShader : public TextureRead +class CInstancedRSMShader : public TextureShader { public: CInstancedRSMShader() @@ -277,7 +277,7 @@ public: }; // CInstancedRSMShader // ============================================================================ -class SphereMapShader : public TextureRead { public: @@ -297,7 +297,7 @@ public: }; // SphereMapShader // ============================================================================ -class InstancedSphereMapShader : public TextureRead +class InstancedSphereMapShader : public TextureShader { public: InstancedSphereMapShader() @@ -317,7 +317,7 @@ public: }; // InstancedSphereMapShader // ============================================================================ -class SplattingShader : public TextureRead +class SplattingShader : public TextureShader { public: SplattingShader() @@ -340,7 +340,7 @@ public: }; // SplattingShader // ============================================================================ -class ObjectRefPass1Shader : public TextureRead { public: @@ -358,7 +358,7 @@ public: // ============================================================================ -class NormalMapShader : public TextureRead { public: @@ -376,7 +376,7 @@ public: }; // NormalMapShader // ============================================================================ -class InstancedNormalMapShader : public TextureRead +class InstancedNormalMapShader : public TextureShader { public: InstancedNormalMapShader() @@ -393,7 +393,7 @@ public: }; // InstancedNormalMapShader // ============================================================================ -class ObjectUnlitShader : public TextureRead { public: @@ -411,7 +411,7 @@ public: }; // ObjectUnlitShader // ============================================================================ -class InstancedObjectUnlitShader : public TextureRead +class InstancedObjectUnlitShader : public TextureShader { public: InstancedObjectUnlitShader() @@ -548,7 +548,7 @@ const STK::Tuple UnlitMat::ShadowTextures = STK::Tuple(0); const STK::Tuple UnlitMat::RSMTextures = STK::Tuple(0); // ============================================================================ -class GrassPass1Shader : public TextureRead { public: @@ -566,7 +566,7 @@ public: }; // class GrassPass1Shader // ============================================================================ -class InstancedGrassPass1Shader : public TextureRead { public: @@ -584,7 +584,7 @@ public: }; // InstancedGrassPass1Shader // ============================================================================ -class GrassShadowShader : public TextureRead { public: @@ -611,7 +611,7 @@ public: }; // GrassShadowShader // ============================================================================ -class InstancedGrassShadowShader : public TextureRead { public: @@ -642,7 +642,7 @@ public: // ============================================================================ -class GrassPass2Shader : public TextureRead { public: @@ -662,7 +662,7 @@ public: }; // GrassPass2Shader // ============================================================================ -class InstancedGrassPass2Shader : public TextureRead { public: @@ -684,7 +684,7 @@ public: }; // InstancedGrassPass2Shader // ============================================================================ -class DetailedObjectPass2Shader : public TextureRead { public: @@ -704,7 +704,7 @@ public: }; // DetailedObjectPass2Shader // ============================================================================ -class InstancedDetailedObjectPass2Shader : public TextureRead +class InstancedDetailedObjectPass2Shader : public TextureShader { public: InstancedDetailedObjectPass2Shader() diff --git a/src/graphics/shaders.hpp b/src/graphics/shaders.hpp index 7db8b2f4d..693164f5e 100644 --- a/src/graphics/shaders.hpp +++ b/src/graphics/shaders.hpp @@ -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 #include @@ -34,7 +34,7 @@ class ParticleSystemProxy; namespace MeshShader { -class ObjectPass1Shader : public TextureRead { public: @@ -43,7 +43,7 @@ public: -class ObjectPass2Shader : public TextureRead +class ObjectPass2Shader : public TextureShader { public: ObjectPass2Shader(); @@ -52,13 +52,13 @@ public: -class TransparentShader : public TextureRead +class TransparentShader : public TextureShader { public: TransparentShader(); }; -class TransparentFogShader : public TextureRead { public: @@ -80,13 +80,13 @@ public: -class RefShadowShader : public TextureRead +class RefShadowShader : public TextureShader { public: RefShadowShader(); }; -class InstancedRefShadowShader : public TextureRead +class InstancedRefShadowShader : public TextureShader { public: InstancedRefShadowShader(); @@ -99,14 +99,14 @@ public: DisplaceMaskShader(); }; -class DisplaceShader : public TextureRead { public: DisplaceShader(); }; -class SkyboxShader : public TextureRead +class SkyboxShader : public TextureShader { public: SkyboxShader(); @@ -146,7 +146,7 @@ namespace LightShader }; - class PointLightShader : public TextureRead + class PointLightShader : public TextureShader { public: GLuint vbo; @@ -154,7 +154,7 @@ namespace LightShader PointLightShader(); }; - class PointLightScatterShader : public TextureRead + class PointLightScatterShader : public TextureShader { public: GLuint vbo; @@ -177,25 +177,25 @@ namespace FullScreenShader { -class SunLightShader : public TextureRead +class SunLightShader : public TextureShader { public: SunLightShader(); }; -class ShadowedSunLightShaderPCF : public TextureRead +class ShadowedSunLightShaderPCF : public TextureShader { public: ShadowedSunLightShaderPCF(); }; -class ShadowedSunLightShaderESM : public TextureRead +class ShadowedSunLightShaderESM : public TextureShader { public: ShadowedSunLightShaderESM(); }; -class RadianceHintsConstructionShader : public TextureRead { public: @@ -203,7 +203,7 @@ public: }; // Workaround for a bug found in kepler nvidia linux and fermi nvidia windows -class NVWorkaroundRadianceHintsConstructionShader : public TextureRead { @@ -219,21 +219,21 @@ public: RHDebug(); }; -class GlobalIlluminationReconstructionShader : public TextureRead { public: GlobalIlluminationReconstructionShader(); }; -class HorizontalBlurShader : public TextureRead +class HorizontalBlurShader : public TextureShader { public: HorizontalBlurShader(); }; -class PassThroughShader : public TextureRead +class PassThroughShader : public TextureShader { public: PassThroughShader(); @@ -248,13 +248,13 @@ public: LayerPassThroughShader(); }; -class LinearizeDepthShader : public TextureRead +class LinearizeDepthShader : public TextureShader { public: LinearizeDepthShader(); }; -class LightspaceBoundingBoxShader : public TextureRead { @@ -268,13 +268,13 @@ public: ShadowMatrixesGenerationShader(); }; -class DepthHistogramShader : public TextureRead +class DepthHistogramShader : public TextureShader { public: DepthHistogramShader(); }; -class GlowShader : public TextureRead +class GlowShader : public TextureShader { public: GLuint vao; @@ -282,49 +282,49 @@ public: GlowShader(); }; -class SSAOShader : public TextureRead +class SSAOShader : public TextureShader { public: SSAOShader(); }; -class FogShader : public TextureRead +class FogShader : public TextureShader { public: FogShader(); }; -class MotionBlurShader : public TextureRead +class MotionBlurShader : public TextureShader { public: MotionBlurShader(); }; -class GodFadeShader : public TextureRead +class GodFadeShader : public TextureShader { public: GodFadeShader(); }; -class GodRayShader : public TextureRead +class GodRayShader : public TextureShader { public: GodRayShader(); }; -class MLAAColorEdgeDetectionSHader : public TextureRead +class MLAAColorEdgeDetectionSHader : public TextureShader { public: MLAAColorEdgeDetectionSHader(); }; -class MLAABlendWeightSHader : public TextureRead +class MLAABlendWeightSHader : public TextureShader { public: MLAABlendWeightSHader(); }; -class MLAAGatherSHader : public TextureRead +class MLAAGatherSHader : public TextureShader { public: MLAAGatherSHader(); diff --git a/src/graphics/stkbillboard.cpp b/src/graphics/stkbillboard.cpp index b868eb3cf..6c64a2d27 100644 --- a/src/graphics/stkbillboard.cpp +++ b/src/graphics/stkbillboard.cpp @@ -30,7 +30,7 @@ using namespace irr; static GLuint billboardvao = 0; -class BillboardShader : public TextureRead { diff --git a/src/graphics/texture_read.cpp b/src/graphics/texture_shader.cpp similarity index 85% rename from src/graphics/texture_read.cpp rename to src/graphics/texture_shader.cpp index ecc986948..63f737928 100644 --- a/src/graphics/texture_read.cpp +++ b/src/graphics/texture_shader.cpp @@ -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; diff --git a/src/graphics/texture_read.hpp b/src/graphics/texture_shader.hpp similarity index 96% rename from src/graphics/texture_read.hpp rename to src/graphics/texture_shader.hpp index 4fbe1eac2..6a6d193a8 100644 --- a/src/graphics/texture_read.hpp +++ b/src/graphics/texture_shader.hpp @@ -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 BindFunction; @@ -75,7 +75,7 @@ protected: static BindFunction m_all_bind_functions[]; std::vector 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 TextureRead : public TextureReadBaseNew, public Shader +class TextureShader : public TextureShaderBase + , public Shader { 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