30 return "terraineditor";
63 Engine::ShaderType::SHADERTYPE_OBJECT3D,
static void registerShader(ShaderType type, const string &shaderId, const map< string, ShaderParameter > ¶meterDefaults={})
Register shader.
const ShaderParameter getShaderParameter(const string &shaderId, const string ¶meterName)
Returns shader parameter for given shader id and parameter name, if the value does not exist,...
Shader parameter model class.
Lighting shader implementation.
virtual void initialize() override
Initialize renderer.
virtual void registerShader() override
Register shader.
virtual const string getId() override
int32_t uniformBrushTextureMatrix
int32_t uniformBrushTextureUnit
int32_t uniformBrushPosition
virtual void useProgram(Engine *engine, int contextIdx) override
Use lighting program.
int32_t uniformBrushTextureDimension
int32_t uniformBrushEnabled
Lighting shader implementation.
virtual void initialize() override
Initialize renderer.
virtual void useProgram(Engine *engine, int contextIdx) override
Use lighting program.
string additionalDefinitions
virtual void setTextureUnit(int contextIdx, int32_t textureUnit)=0
Sets up texture unit.
virtual void setProgramUniformFloatVec2(int contextIdx, int32_t uniformId, const array< float, 2 > &data)=0
Set up a float vec2 uniform value.
virtual int32_t getTextureUnit(int contextIdx)=0
Get texture unit.
virtual void setProgramUniformInteger(int contextIdx, int32_t uniformId, int32_t value)=0
Set up a integer uniform value.
virtual void bindTexture(int contextIdx, int32_t textureId)=0
Binds a texture with given id or unbinds when using ID_NONE.
virtual void setProgramUniformFloatMatrix3x3(int contextIdx, int32_t uniformId, const array< float, 9 > &value)=0
Set up a float matrix 3x3 uniform value.
virtual int32_t getProgramUniformLocation(int32_t programId, const string &name)=0
Returns location of given uniform variable.
array< float, 9 > & getArray() const
Returns array data.
Matrix2D3x3 & identity()
Setup identity matrix.
Matrix2D3x3 & multiply(const Matrix2D3x3 &m)
Multiplies this matrix with another matrix.
Lighting shader constants.
static constexpr int32_t SPECULAR_TEXTUREUNIT_TERRAIN_BRUSH