TDME2 1.9.121
PostProcessingShaderBaseImplementation.cpp
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1#include <string>
2
3#include <tdme/tdme.h>
7
11
12PostProcessingShaderBaseImplementation::PostProcessingShaderBaseImplementation(Renderer* renderer)
13{
14 this->renderer = renderer;
15 isRunning = false;
16 initialized = false;
17}
18
20{
21 return initialized;
22}
23
25{
26 // map inputs to attributes
30 }
31
32 if (renderer->linkProgram(programId) == false)
33 return;
34
35 // uniforms
42
43 //
44 initialized = true;
45}
46
48{
49 isRunning = true;
50 renderer->useProgram(contextIdx, programId);
56}
57
59{
60 isRunning = false;
61}
62
66 }
67}
68
69void PostProcessingShaderBaseImplementation::setBufferPixelHeight(int contextIdx, float pixelHeight) {
72 }
73}
Engine main class.
Definition: Engine.h:122
virtual void setBufferPixelHeight(int contextIdx, float pixelHeight) override
Set source buffer pixel height.
virtual void setBufferPixelWidth(int contextIdx, float pixelWidth) override
Set source buffer pixel width.
virtual void setProgramAttributeLocation(int32_t programId, int32_t location, const string &name)=0
Bind attribute to a input location.
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.
void setLighting(int contextIdx, int32_t lighting)
Set current lighting model.
Definition: Renderer.h:503
virtual int32_t getProgramUniformLocation(int32_t programId, const string &name)=0
Returns location of given uniform variable.
virtual void useProgram(int contextIdx, int32_t programId)=0
Use shader program.
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.