36 "shader/" + shaderVersion +
"/particles",
37 "render_fragmentshader.frag",
38 "#define HAVE_DEPTH_FOG"
44 "shader/" + shaderVersion +
"/particles",
45 "render_vertexshader.vert",
46 "#define HAVE_DEPTH_FOG"
108 if (textureId == 0)
continue;
137 for (
auto i = 0; i < textureIds.size(); i++) {
139 auto textureId = textureIds[i];
Particles shader program.
int32_t renderVertexShaderId
array< int32_t, 16 > uniformDiffuseTextureUnits
int32_t renderFragmentShaderId
void initialize()
Initialize renderer.
int32_t uniformViewPortWidth
void updateMatrices(int contextIdx)
Update matrices to program.
void updateEffect(int contextIdx)
Update effect to program.
int32_t uniformViewPortHeight
void unUseProgram(int contextIdx)
Unuse particles shader program.
int32_t uniformProjectionMatrixXx
int32_t uniformProjectionMatrixYy
void setParameters(int contextIdx, const array< int32_t, 16 > &textureIds)
Set parameters.
array< int32_t, 16 > boundTextureIds
void useProgram(int contextIdx)
Use lighting program.
virtual void setTextureUnit(int contextIdx, int32_t textureUnit)=0
Sets up texture unit.
virtual int32_t loadShader(int32_t type, const string &pathName, const string &fileName, const string &definitions=string(), const string &functions=string())=0
Loads a shader.
int32_t SHADER_FRAGMENT_SHADER
Matrix4x4 & getProjectionMatrix()
int32_t SHADER_VERTEX_SHADER
virtual int32_t createProgram(int type)=0
Creates a shader program.
virtual bool isUsingProgramAttributeLocation()=0
virtual void setProgramAttributeLocation(int32_t programId, int32_t location, const string &name)=0
Bind attribute to a input location.
int32_t getViewPortWidth()
virtual void setProgramUniformInteger(int contextIdx, int32_t uniformId, int32_t value)=0
Set up a integer uniform value.
virtual bool linkProgram(int32_t programId)=0
Links attached shaders to a program.
virtual void bindTexture(int contextIdx, int32_t textureId)=0
Binds a texture with given id or unbinds when using ID_NONE.
int32_t getViewPortHeight()
void setLighting(int contextIdx, int32_t lighting)
Set current lighting model.
virtual void attachShaderToProgram(int32_t programId, int32_t shaderId)=0
Attaches a shader to a program.
virtual void setProgramUniformFloatMatrix4x4(int contextIdx, int32_t uniformId, const array< float, 16 > &value)=0
Set up a float matrix 4x4 uniform value.
virtual int32_t getProgramUniformLocation(int32_t programId, const string &name)=0
Returns location of given uniform variable.
Matrix4x4 & getModelViewMatrix()
virtual void useProgram(int contextIdx, int32_t programId)=0
Use shader program.
virtual const string getShaderVersion()=0
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.
Matrix4x4 & set(float r0c0, float r1c0, float r2c0, float r3c0, float r0c1, float r1c1, float r2c1, float r3c1, float r0c2, float r1c2, float r2c2, float r3c2, float r0c3, float r1c3, float r2c3, float r3c3)
Set up matrix by values.
Vector3 multiply(const Vector3 &v) const
Multiplies a vector3 with this matrix into destination vector.
array< float, 16 > & getArray() const
Returns array data.