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Merge pull request #41
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parent
548da72632
commit
dcd21b57bd
40 changed files with 281 additions and 177 deletions
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@ -114,9 +114,9 @@ void Shader::staticInit()
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// everything fine when we are here
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_useShaders = true;
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#endif
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end:
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end:
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#endif
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if (_useShaders)
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debugLog("Shader support enabled.");
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@ -329,14 +329,14 @@ void Shader::_setUniform(Uniform *u)
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{
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switch(u->type)
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{
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case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i); break;
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case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i.i); break;
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}
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u->dirty = false;
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}
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@ -432,10 +432,10 @@ void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, i
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if(unsigned(idx) >= uniforms.size())
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return;
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Uniform& u = uniforms[idx];
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u.data.i[0] = x;
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u.data.i[1] = y;
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u.data.i[2] = z;
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u.data.i[3] = w;
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u.data.i.i[0] = x;
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u.data.i.i[1] = y;
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u.data.i.i[2] = z;
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u.data.i.i[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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#endif
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@ -450,10 +450,10 @@ void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* =
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if(unsigned(idx) >= uniforms.size())
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return;
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Uniform& u = uniforms[idx];
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u.data.f[0] = x;
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u.data.f[1] = y;
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u.data.f[2] = z;
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u.data.f[3] = w;
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u.data.f.f[0] = x;
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u.data.f.f[1] = y;
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u.data.f.f[2] = z;
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u.data.f.f[3] = w;
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u.dirty = true;
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uniformsDirty = true;
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#endif
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