raze/source/glbackend/gl_shader.h

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#pragma once;
#include "gl_uniform.h"
class FShader
{
friend class FShaderManager;
friend class FRenderState;
unsigned int hVertProg = 0;
unsigned int hFragProg = 0;
protected:
unsigned int hShader = 0;
#if 0
FName mName;
int projectionmatrix_index;
int viewmatrix_index;
int modelmatrix_index;
int texturematrix_index;
bool currentTextureMatrixState = false;
bool currentModelMatrixState = false;
#endif
public:
FShader() = default;
virtual ~FShader();
virtual bool Load(const char * name, const char * vert_prog_lump, const char * fragprog); //, const char * fragprog2, const char *defines);
bool Bind();
unsigned int GetHandle() const { return hShader; }
};
class PolymostShader : public FShader
{
public:
FBufferedUniform2f PalswapPos;
FBufferedUniform2f PalswapSize;
FBufferedUniform2f Clamp;
FBufferedUniform1f Shade;
FBufferedUniform1f NumShades;
FBufferedUniform1f VisFactor;
FBufferedUniform1f FogEnabled;
FBufferedUniform1f UseColorOnly;
FBufferedUniform1f UsePalette;
FBufferedUniform1f UseDetailMapping;
FBufferedUniform1f UseGlowMapping;
FBufferedUniform1f NPOTEmulation;
FBufferedUniform1f NPOTEmulationFactor;
FBufferedUniform1f NPOTEmulationXOffset;
FBufferedUniform1f Brightness;
FUniformMatrix4f RotMatrix;
FBufferedUniform1f ShadeInterpolate;
public:
PolymostShader() = default;
virtual bool Load(const char * name, const char * vert_prog_lump, const char * fragprog); //, const char * fragprog2, const char *defines);
};
class SurfaceShader : public FShader
{
public:
SurfaceShader() = default;
virtual bool Load(const char* name, const char* vert_prog_lump, const char* fragprog); //, const char * fragprog2, const char *defines);
};