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https://github.com/ZDoom/raze-gles.git
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17e1e4175e
This was the last feature that needed to be mapped to a GZDoom compatible render state
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
#pragma once
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#include "gl_uniform.h"
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class FShader
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{
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friend class FShaderManager;
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friend class FRenderState;
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unsigned int hVertProg = 0;
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unsigned int hFragProg = 0;
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protected:
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unsigned int hShader = 0;
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public:
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FShader() = default;
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virtual ~FShader();
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virtual bool Load(const char * name, const char * vert_prog_lump, const char * fragprog); //, const char * fragprog2, const char *defines);
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bool Bind();
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unsigned int GetHandle() const { return hShader; }
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};
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class PolymostShader : public FShader
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{
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public:
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FBufferedUniform1i Flags;
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FBufferedUniform2f NPOTEmulation;
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FBufferedUniformPalEntry FogColor;
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FBufferedUniform1i TextureMode;
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FBufferedUniform4f DetailParms;
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FBufferedUniform1f AlphaThreshold;
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FBufferedUniform1i muFogEnabled;
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FBufferedUniform4f muLightParms;
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FUniformMatrix4f ModelMatrix;
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FUniformMatrix4f TextureMatrix;
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FBufferedUniform4f muTextureBlendColor;
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FBufferedUniform4f muTextureModulateColor;
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FBufferedUniform4f muTextureAddColor;
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public:
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PolymostShader() = default;
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virtual bool Load(const char * name, const char * vert_prog_lump, const char * fragprog); //, const char * fragprog2, const char *defines);
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};
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