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cae710bd59
Not only is this a deprecated feature - it also does not work right when complex lighting is at play, it must be done in the shader to get proper results.
67 lines
1.6 KiB
C++
67 lines
1.6 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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#if 0
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FName mName;
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int projectionmatrix_index;
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int viewmatrix_index;
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int modelmatrix_index;
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int texturematrix_index;
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bool currentTextureMatrixState = false;
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bool currentModelMatrixState = false;
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#endif
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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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FBufferedUniform1f Shade;
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FBufferedUniform1f NumShades;
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FBufferedUniform1f ShadeDiv;
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FBufferedUniform1f VisFactor;
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FBufferedUniform1f NPOTEmulationFactor;
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FBufferedUniform1f NPOTEmulationXOffset;
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FBufferedUniform1f Brightness;
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FBufferedUniform1f AlphaThreshold;
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FBufferedUniformPalEntry FogColor;
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FUniformMatrix4f RotMatrix;
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FUniformMatrix4f ModelMatrix;
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FUniformMatrix4f ProjectionMatrix;
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FUniformMatrix4f DetailMatrix;
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FUniformMatrix4f TextureMatrix;
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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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class SurfaceShader : public FShader
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{
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public:
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SurfaceShader() = 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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