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Re-introduce AfterEffect shader functonality, part 1.

This repairs pixel/vertex shader code that was seemingly
experimented with during testing, but it was never used and no
shaders ever made it to the data files.
This commit is contained in:
fgenesis 2013-05-10 22:22:35 +02:00
commit c62d9f2370
8 changed files with 216 additions and 256 deletions

View file

@ -30,28 +30,30 @@ public:
~Shader();
bool isLoaded();
void load(const std::string &file, const std::string &fragFile);
void loadSrc(const char *vertCode, const char *fragCode);
void reload();
void unload();
void bind();
void unbind();
void setMode(int mode);
void setValue(float x, float y, float z, float w);
std::string vertFile, fragFile;
// TODO: design a good API for this...
void setInt(const char *name, int x);
void setFloat(const char *name, float x);
void setFloat4(const char *name, float x, float y, float z, float w);
protected:
std::string vertFile, fragFile;
#ifdef BBGE_BUILD_OPENGL
GLuint g_programObj;
GLuint g_vertexShader;
GLuint g_fragmentShader;
GLuint g_location_texture;
GLuint g_location_mode;
GLuint g_location_value;
#endif
int mode;
float vx, vy, vz, vw;
bool loaded;
private:
static void staticInit();
static bool _wasInited;
static bool _useShaders;
static unsigned int _compileShader(int type, const char *src, char *errbuf, size_t errbufsize);
};
#endif