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https://github.com/Relintai/sfw.git
synced 2024-12-20 21:06:49 +01:00
Don't use GL* types and methods in headers.
This commit is contained in:
parent
7109823417
commit
11a8bde0d9
@ -15,8 +15,8 @@ void ColorMaterial::setup_uniforms() {
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model_view_matrix_location = get_uniform("u_model_view_matrix");
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}
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const GLchar **ColorMaterial::get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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const char **ColorMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_camera_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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@ -35,8 +35,8 @@ const GLchar **ColorMaterial::get_vertex_shader_source() {
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return vertex_shader_source;
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}
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const GLchar **ColorMaterial::get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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const char **ColorMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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"precision mediump float;"
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"varying vec4 v_color;\n"
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"\n"
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@ -18,14 +18,14 @@ public:
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void bind_uniforms();
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void setup_uniforms();
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const GLchar **get_vertex_shader_source();
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const GLchar **get_fragment_shader_source();
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const char **get_vertex_shader_source();
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const char **get_fragment_shader_source();
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ColorMaterial();
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GLint projection_matrix_location;
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GLint camera_matrix_location;
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GLint model_view_matrix_location;
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int32_t projection_matrix_location;
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int32_t camera_matrix_location;
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int32_t model_view_matrix_location;
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};
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#endif
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@ -21,8 +21,8 @@ void ColorMaterial2D::setup_state() {
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glEnable(GL_TEXTURE_2D);
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}
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const GLchar **ColorMaterial2D::get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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const char **ColorMaterial2D::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -40,8 +40,8 @@ const GLchar **ColorMaterial2D::get_vertex_shader_source() {
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return vertex_shader_source;
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}
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const GLchar **ColorMaterial2D::get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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const char **ColorMaterial2D::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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"precision mediump float;\n"
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"\n"
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"varying vec4 v_color;\n"
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@ -21,13 +21,13 @@ public:
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void unbind();
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void setup_state();
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const GLchar **get_vertex_shader_source();
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const GLchar **get_fragment_shader_source();
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const char **get_vertex_shader_source();
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const char **get_fragment_shader_source();
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ColorMaterial2D();
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GLint projection_matrix_location;
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GLint model_view_matrix_location;
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int32_t projection_matrix_location;
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int32_t model_view_matrix_location;
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};
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#endif // COLORED_MATERIAL_H
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@ -16,8 +16,8 @@ void ColoredMaterial::setup_uniforms() {
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tri_color_uniform_location = get_uniform("fragment_color");
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}
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const GLchar **ColoredMaterial::get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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const char **ColoredMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -31,8 +31,8 @@ const GLchar **ColoredMaterial::get_vertex_shader_source() {
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return vertex_shader_source;
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}
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const GLchar **ColoredMaterial::get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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const char **ColoredMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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"precision mediump float;\n"
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"\n"
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"uniform vec4 fragment_color;\n"
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@ -18,15 +18,15 @@ public:
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void bind_uniforms();
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void setup_uniforms();
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const GLchar **get_vertex_shader_source();
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const GLchar **get_fragment_shader_source();
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const char **get_vertex_shader_source();
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const char **get_fragment_shader_source();
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ColoredMaterial();
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GLint projection_matrix_location;
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GLint model_view_matrix_location;
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int32_t projection_matrix_location;
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int32_t model_view_matrix_location;
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GLint tri_color_uniform_location;
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int32_t tri_color_uniform_location;
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Color color;
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};
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@ -28,8 +28,8 @@ void FontMaterial::setup_state() {
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glEnable(GL_TEXTURE_2D);
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}
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const GLchar **FontMaterial::get_vertex_shader_source() {
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static const GLchar *vertex_shader_source[] = {
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const char **FontMaterial::get_vertex_shader_source() {
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static const char *vertex_shader_source[] = {
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"uniform mat4 u_proj_matrix;\n"
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"uniform mat4 u_model_view_matrix;\n"
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"\n"
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@ -50,8 +50,8 @@ const GLchar **FontMaterial::get_vertex_shader_source() {
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return vertex_shader_source;
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}
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const GLchar **FontMaterial::get_fragment_shader_source() {
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static const GLchar *fragment_shader_source[] = {
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const char **FontMaterial::get_fragment_shader_source() {
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static const char *fragment_shader_source[] = {
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"precision mediump float;\n"
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"\n"
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"uniform sampler2D u_texture;\n"
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@ -21,15 +21,15 @@ public:
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void unbind();
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void setup_state();
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const GLchar **get_vertex_shader_source();
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const GLchar **get_fragment_shader_source();
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const char **get_vertex_shader_source();
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const char **get_fragment_shader_source();
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FontMaterial();
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GLint projection_matrix_location;
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GLint model_view_matrix_location;
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int32_t projection_matrix_location;
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int32_t model_view_matrix_location;
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GLint texture_location;
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int32_t texture_location;
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Ref<Texture> texture;
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};
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@ -46,8 +46,8 @@ void Material::setup_uniforms() {
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void Material::setup_state() {
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}
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GLint Material::get_uniform(const char* name) {
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GLint uniform = glGetUniformLocation(shader->program, name);
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int32_t Material::get_uniform(const char *name) {
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int32_t uniform = glGetUniformLocation(shader->program, name);
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if (uniform == -1) {
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printf("%s is not a valid glsl program variable!\n", name);
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@ -62,4 +62,66 @@ Material::Material() {
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Material::~Material() {
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}
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void Material::set_uniform(int32_t p_uniform, const Transform &p_transform) {
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const Transform &tr = p_transform;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.rows[0][0],
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tr.basis.rows[1][0],
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tr.basis.rows[2][0],
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0,
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tr.basis.rows[0][1],
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tr.basis.rows[1][1],
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tr.basis.rows[2][1],
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0,
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tr.basis.rows[0][2],
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tr.basis.rows[1][2],
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tr.basis.rows[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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void Material::set_uniform(int32_t p_uniform, const Transform2D &p_transform) {
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const Transform2D &tr = p_transform;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.columns[0][0],
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tr.columns[0][1],
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0,
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0,
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tr.columns[1][0],
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tr.columns[1][1],
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0,
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0,
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0,
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0,
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1,
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0,
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tr.columns[2][0],
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tr.columns[2][1],
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0,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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void Material::set_uniform(int32_t p_uniform, const Projection &p_matrix) {
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GLfloat matrix[16];
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i * 4 + j] = p_matrix.matrix[i][j];
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}
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}
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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Material *Material::current_material = NULL;
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@ -20,10 +20,10 @@ public:
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virtual void bind_uniforms();
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virtual void setup_uniforms();
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virtual void setup_state();
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virtual const GLchar **get_vertex_shader_source() = 0;
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virtual const GLchar **get_fragment_shader_source() = 0;
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virtual const char **get_vertex_shader_source() = 0;
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virtual const char **get_fragment_shader_source() = 0;
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GLint get_uniform(const char *name);
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int32_t get_uniform(const char *name);
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Material();
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virtual ~Material();
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@ -34,67 +34,9 @@ protected:
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Shader *shader;
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protected:
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_FORCE_INLINE_ void set_uniform(GLint p_uniform, const Transform &p_transform) {
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const Transform &tr = p_transform;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.basis.rows[0][0],
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tr.basis.rows[1][0],
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tr.basis.rows[2][0],
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0,
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tr.basis.rows[0][1],
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tr.basis.rows[1][1],
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tr.basis.rows[2][1],
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0,
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tr.basis.rows[0][2],
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tr.basis.rows[1][2],
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tr.basis.rows[2][2],
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0,
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tr.origin.x,
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tr.origin.y,
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tr.origin.z,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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_FORCE_INLINE_ void set_uniform(GLint p_uniform, const Transform2D &p_transform) {
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const Transform2D &tr = p_transform;
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GLfloat matrix[16] = { /* build a 16x16 matrix */
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tr.columns[0][0],
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tr.columns[0][1],
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0,
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0,
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tr.columns[1][0],
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tr.columns[1][1],
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0,
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0,
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0,
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0,
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1,
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0,
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tr.columns[2][0],
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tr.columns[2][1],
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0,
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1
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};
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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_FORCE_INLINE_ void set_uniform(GLint p_uniform, const Projection &p_matrix) {
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GLfloat matrix[16];
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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matrix[i * 4 + j] = p_matrix.matrix[i][j];
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}
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}
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glUniformMatrix4fv(p_uniform, 1, false, matrix);
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}
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void set_uniform(int32_t p_uniform, const Transform &p_transform);
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void set_uniform(int32_t p_uniform, const Transform2D &p_transform);
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void set_uniform(int32_t p_uniform, const Projection &p_matrix);
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};
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#endif // MATERIAL_H
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@ -37,8 +37,8 @@ public:
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Mesh(int vert_dim);
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virtual ~Mesh();
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GLuint VBO;
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GLuint IBO;
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uint32_t VBO;
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uint32_t IBO;
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int vertex_dimesions;
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@ -37,12 +37,12 @@ void Shader::compile() {
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fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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}
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const GLchar **vertex_shader_source = get_vertex_shader_source();
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const char **vertex_shader_source = get_vertex_shader_source();
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glShaderSource(vertex_shader, 1, vertex_shader_source, NULL);
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glCompileShader(vertex_shader);
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GLint shader_compiled = GL_FALSE;
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int32_t shader_compiled = GL_FALSE;
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glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &shader_compiled);
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if (shader_compiled != GL_TRUE) {
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print_shader_errors(vertex_shader, "compiling Vertex Shader");
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@ -51,7 +51,7 @@ void Shader::compile() {
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glAttachShader(program, vertex_shader);
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const GLchar **fragment_shader_source = get_fragment_shader_source();
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const char **fragment_shader_source = get_fragment_shader_source();
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glShaderSource(fragment_shader, 1, fragment_shader_source, NULL);
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glCompileShader(fragment_shader);
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@ -72,7 +72,7 @@ void Shader::compile() {
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glLinkProgram(program);
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GLint program_compiled = GL_FALSE;
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int32_t program_compiled = GL_FALSE;
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glGetProgramiv(program, GL_LINK_STATUS, &program_compiled);
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if (program_compiled != GL_TRUE) {
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print_program_errors(program);
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@ -85,23 +85,23 @@ void Shader::destroy() {
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glDeleteProgram(program);
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}
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const GLchar **Shader::get_vertex_shader_source() {
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const char **Shader::get_vertex_shader_source() {
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return vertex_shader_source;
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}
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void Shader::set_vertex_shader_source(const GLchar **source) {
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void Shader::set_vertex_shader_source(const char **source) {
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vertex_shader_source = source;
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}
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const GLchar **Shader::get_fragment_shader_source() {
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const char **Shader::get_fragment_shader_source() {
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return fragment_shader_source;
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}
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void Shader::set_fragment_shader_source(const GLchar **source) {
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void Shader::set_fragment_shader_source(const char **source) {
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fragment_shader_source = source;
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}
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void Shader::print_shader_errors(const GLuint p_program, const char *name) {
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void Shader::print_shader_errors(const uint32_t p_program, const char *name) {
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int max_length = 5000;
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Vector<GLchar> error_log;
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Vector<char> error_log;
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error_log.resize(max_length);
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glGetShaderInfoLog(p_program, max_length, &max_length, error_log.ptrw());
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@ -110,7 +110,7 @@ void Shader::print_shader_errors(const GLuint p_program, const char *name) {
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printf("%s!\n", error_log.ptr());
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}
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void Shader::print_program_errors(const GLuint p_program) {
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void Shader::print_program_errors(const uint32_t p_program) {
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if (glIsProgram(program)) {
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int info_length = 0;
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int max_length = 5000;
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|
@ -21,27 +21,27 @@ public:
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void compile();
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void destroy();
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const GLchar **get_vertex_shader_source();
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void set_vertex_shader_source(const GLchar **source);
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const char **get_vertex_shader_source();
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void set_vertex_shader_source(const char **source);
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const GLchar **get_fragment_shader_source();
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void set_fragment_shader_source(const GLchar **source);
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const char **get_fragment_shader_source();
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void set_fragment_shader_source(const char **source);
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void print_shader_errors(const GLuint p_program, const char *name);
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void print_program_errors(const GLuint p_program);
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void print_shader_errors(const uint32_t p_program, const char *name);
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void print_program_errors(const uint32_t p_program);
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Shader();
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~Shader();
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint program;
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uint32_t vertex_shader;
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uint32_t fragment_shader;
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uint32_t program;
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static Shader *current_shader;
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protected:
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const GLchar **vertex_shader_source;
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const GLchar **fragment_shader_source;
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const char **vertex_shader_source;
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const char **fragment_shader_source;
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};
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class ShaderCache {
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@ -35,9 +35,9 @@ Ref<Image> Texture::get_data() {
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//GLES
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GLenum gl_format;
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GLenum gl_internal_format;
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GLenum gl_type;
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uint32_t gl_format;
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uint32_t gl_internal_format;
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uint32_t gl_type;
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bool supported;
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_get_gl_format(_texture_format, gl_format, gl_internal_format, gl_type, supported);
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@ -80,9 +80,9 @@ void Texture::upload() {
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return;
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}
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|
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GLenum gl_format;
|
||||
GLenum gl_internal_format;
|
||||
GLenum gl_type;
|
||||
uint32_t gl_format;
|
||||
uint32_t gl_internal_format;
|
||||
uint32_t gl_type;
|
||||
bool supported;
|
||||
Image::Format image_format = _image->get_format();
|
||||
_get_gl_format(image_format, gl_format, gl_internal_format, gl_type, supported);
|
||||
@ -141,7 +141,7 @@ void Texture::upload() {
|
||||
glTexParameterf(_texture, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
GLenum texture_type = GL_TEXTURE_2D;
|
||||
uint32_t texture_type = GL_TEXTURE_2D;
|
||||
|
||||
glBindTexture(texture_type, _texture);
|
||||
|
||||
@ -179,7 +179,7 @@ void Texture::upload() {
|
||||
glBindTexture(texture_type, 0);
|
||||
}
|
||||
|
||||
void Texture::_get_gl_format(Image::Format p_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_supported) const {
|
||||
void Texture::_get_gl_format(Image::Format p_format, uint32_t &r_gl_format, uint32_t &r_gl_internal_format, uint32_t &r_gl_type, bool &r_supported) const {
|
||||
r_gl_format = 0;
|
||||
r_supported = true;
|
||||
|
||||
|
@ -20,7 +20,7 @@ public:
|
||||
TEXTURE_FLAG_MIP_MAPS = 1 << 3,
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ GLuint get_gl_texture() {
|
||||
_FORCE_INLINE_ uint32_t get_gl_texture() {
|
||||
return _texture;
|
||||
}
|
||||
|
||||
@ -36,7 +36,7 @@ public:
|
||||
virtual ~Texture();
|
||||
|
||||
protected:
|
||||
void _get_gl_format(Image::Format p_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_supported) const;
|
||||
void _get_gl_format(Image::Format p_format, uint32_t &r_gl_format, uint32_t &r_gl_internal_format, uint32_t &r_gl_type, bool &r_supported) const;
|
||||
|
||||
Ref<Image> _image;
|
||||
|
||||
@ -49,7 +49,7 @@ protected:
|
||||
int _data_size;
|
||||
int _mipmaps;
|
||||
|
||||
GLuint _texture;
|
||||
uint32_t _texture;
|
||||
};
|
||||
|
||||
//TODO
|
||||
@ -64,7 +64,7 @@ public:
|
||||
protected:
|
||||
int _fbo_width;
|
||||
int _fbo_height;
|
||||
GLuint _fbo;
|
||||
uint32_t _fbo;
|
||||
};
|
||||
|
||||
#endif // TEXTURE_H
|
||||
|
@ -31,8 +31,8 @@ void TextureMaterial::setup_state() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
const GLchar **TextureMaterial::get_vertex_shader_source() {
|
||||
static const GLchar *vertex_shader_source[] = {
|
||||
const char **TextureMaterial::get_vertex_shader_source() {
|
||||
static const char *vertex_shader_source[] = {
|
||||
"uniform mat4 u_proj_matrix;\n"
|
||||
"uniform mat4 u_camera_matrix;\n"
|
||||
"uniform mat4 u_model_view_matrix;\n"
|
||||
@ -51,8 +51,8 @@ const GLchar **TextureMaterial::get_vertex_shader_source() {
|
||||
return vertex_shader_source;
|
||||
}
|
||||
|
||||
const GLchar **TextureMaterial::get_fragment_shader_source() {
|
||||
static const GLchar *fragment_shader_source[] = {
|
||||
const char **TextureMaterial::get_fragment_shader_source() {
|
||||
static const char *fragment_shader_source[] = {
|
||||
"precision mediump float;\n"
|
||||
"\n"
|
||||
"uniform sampler2D u_texture;\n"
|
||||
|
@ -21,16 +21,16 @@ public:
|
||||
void unbind();
|
||||
void setup_state();
|
||||
|
||||
const GLchar **get_vertex_shader_source();
|
||||
const GLchar **get_fragment_shader_source();
|
||||
const char **get_vertex_shader_source();
|
||||
const char **get_fragment_shader_source();
|
||||
|
||||
TextureMaterial();
|
||||
|
||||
GLint projection_matrix_location;
|
||||
GLint camera_matrix_location;
|
||||
GLint model_view_matrix_location;
|
||||
int32_t projection_matrix_location;
|
||||
int32_t camera_matrix_location;
|
||||
int32_t model_view_matrix_location;
|
||||
|
||||
GLint texture_location;
|
||||
int32_t texture_location;
|
||||
|
||||
Ref<Texture> texture;
|
||||
};
|
||||
|
@ -28,8 +28,8 @@ void TextureMaterial2D::setup_state() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
const GLchar **TextureMaterial2D::get_vertex_shader_source() {
|
||||
static const GLchar *vertex_shader_source[] = {
|
||||
const char **TextureMaterial2D::get_vertex_shader_source() {
|
||||
static const char *vertex_shader_source[] = {
|
||||
"uniform mat4 u_proj_matrix;\n"
|
||||
"uniform mat4 u_model_view_matrix;\n"
|
||||
"\n"
|
||||
@ -47,8 +47,8 @@ const GLchar **TextureMaterial2D::get_vertex_shader_source() {
|
||||
return vertex_shader_source;
|
||||
}
|
||||
|
||||
const GLchar **TextureMaterial2D::get_fragment_shader_source() {
|
||||
static const GLchar *fragment_shader_source[] = {
|
||||
const char **TextureMaterial2D::get_fragment_shader_source() {
|
||||
static const char *fragment_shader_source[] = {
|
||||
"precision mediump float;\n"
|
||||
"\n"
|
||||
"uniform sampler2D u_texture;\n"
|
||||
|
@ -21,15 +21,15 @@ public:
|
||||
void unbind();
|
||||
void setup_state();
|
||||
|
||||
const GLchar **get_vertex_shader_source();
|
||||
const GLchar **get_fragment_shader_source();
|
||||
const char **get_vertex_shader_source();
|
||||
const char **get_fragment_shader_source();
|
||||
|
||||
TextureMaterial2D();
|
||||
|
||||
GLint projection_matrix_location;
|
||||
GLint model_view_matrix_location;
|
||||
int32_t projection_matrix_location;
|
||||
int32_t model_view_matrix_location;
|
||||
|
||||
GLint texture_location;
|
||||
int32_t texture_location;
|
||||
|
||||
Ref<Texture> texture;
|
||||
};
|
||||
|
@ -28,8 +28,8 @@ void TransparentTextureMaterial::setup_state() {
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
const GLchar **TransparentTextureMaterial::get_vertex_shader_source() {
|
||||
static const GLchar *vertex_shader_source[] = {
|
||||
const char **TransparentTextureMaterial::get_vertex_shader_source() {
|
||||
static const char *vertex_shader_source[] = {
|
||||
"uniform mat4 u_proj_matrix;\n"
|
||||
"uniform mat4 u_model_view_matrix;\n"
|
||||
"\n"
|
||||
@ -47,8 +47,8 @@ const GLchar **TransparentTextureMaterial::get_vertex_shader_source() {
|
||||
return vertex_shader_source;
|
||||
}
|
||||
|
||||
const GLchar **TransparentTextureMaterial::get_fragment_shader_source() {
|
||||
static const GLchar *fragment_shader_source[] = {
|
||||
const char **TransparentTextureMaterial::get_fragment_shader_source() {
|
||||
static const char *fragment_shader_source[] = {
|
||||
"precision mediump float;\n"
|
||||
"\n"
|
||||
"uniform sampler2D u_texture;\n"
|
||||
|
@ -21,15 +21,15 @@ public:
|
||||
void unbind();
|
||||
void setup_state();
|
||||
|
||||
const GLchar **get_vertex_shader_source();
|
||||
const GLchar **get_fragment_shader_source();
|
||||
const char **get_vertex_shader_source();
|
||||
const char **get_fragment_shader_source();
|
||||
|
||||
TransparentTextureMaterial();
|
||||
|
||||
GLint projection_matrix_location;
|
||||
GLint model_view_matrix_location;
|
||||
int32_t projection_matrix_location;
|
||||
int32_t model_view_matrix_location;
|
||||
|
||||
GLint texture_location;
|
||||
int32_t texture_location;
|
||||
|
||||
Ref<Texture> texture;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user