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| LightingShaderLightScatteringFoliageImplementation (Renderer *renderer) |
| Public constructor. More...
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virtual const string | getId () override |
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virtual void | initialize () override |
| Initialize renderer. More...
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virtual void | registerShader () override |
| Register shader. More...
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virtual void | updateShaderParameters (Renderer *renderer, int contextIdx) override |
| Update shader parameters. More...
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| LightingShaderBaseImplementation (Renderer *renderer) |
| Public constructor. More...
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virtual bool | isInitialized () override |
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virtual void | initialize () override |
| Initialize renderer. More...
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virtual void | useProgram (Engine *engine, int contextIdx) override |
| Use lighting program. More...
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virtual void | unUseProgram (int contextIdx) override |
| Unuse lighting program. More...
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virtual void | updateEffect (Renderer *renderer, int contextIdx) override |
| Update effect to program. More...
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virtual void | updateMaterial (Renderer *renderer, int contextIdx) override |
| Update material to program. More...
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virtual void | updateLight (Renderer *renderer, int contextIdx, int32_t lightId) override |
| Update light to program. More...
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virtual void | updateMatrices (Renderer *renderer, int contextIdx) override |
| Update matrices to program. More...
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virtual void | updateTextureMatrix (Renderer *renderer, int contextIdx) override |
| Update texture matrix to program. More...
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virtual void | bindTexture (Renderer *renderer, int contextIdx, int32_t textureId) override |
| Bind texture. More...
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virtual void | updateShaderParameters (Renderer *renderer, int contextIdx) override=0 |
| Update shader parameters. More...
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virtual | ~LightingShaderImplementation () |
| Destructor. More...
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virtual const string | getId ()=0 |
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virtual bool | isInitialized ()=0 |
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virtual void | initialize ()=0 |
| Initialize renderer. More...
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virtual void | registerShader ()=0 |
| Register shader. More...
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virtual void | useProgram (Engine *engine, int contextIdx)=0 |
| Use lighting program. More...
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virtual void | unUseProgram (int contextIdx)=0 |
| Unuse lighting program. More...
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virtual void | updateEffect (Renderer *renderer, int contextIdx)=0 |
| Update effect to program. More...
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virtual void | updateMaterial (Renderer *renderer, int contextIdx)=0 |
| Update material to program. More...
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virtual void | updateLight (Renderer *renderer, int contextIdx, int32_t lightId)=0 |
| Update light to program. More...
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virtual void | updateMatrices (Renderer *renderer, int contextIdx)=0 |
| Update matrices to program. More...
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virtual void | updateTextureMatrix (Renderer *renderer, int contextIdx)=0 |
| Update texture matrix to program. More...
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virtual void | updateShaderParameters (Renderer *renderer, int contextIdx)=0 |
| Update shader parameters. More...
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virtual void | bindTexture (Renderer *renderer, int contextIdx, int32_t textureId)=0 |
| Bind texture. More...
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int32_t | programId { -1 } |
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int32_t | fragmentShaderId { -1 } |
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int32_t | vertexShaderId { -1 } |
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int32_t | uniformTextureAtlasSize { -1 } |
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int32_t | uniformTextureAtlasPixelDimension { -1 } |
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int32_t | uniformDiffuseTextureUnit { -1 } |
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int32_t | uniformDiffuseTextureAvailable { -1 } |
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int32_t | uniformDiffuseTextureMaskedTransparency { -1 } |
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int32_t | uniformDiffuseTextureMaskedTransparencyThreshold { -1 } |
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int32_t | uniformSpecularTextureUnit { -1 } |
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int32_t | uniformSpecularTextureAvailable { -1 } |
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int32_t | uniformNormalTextureUnit { -1 } |
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int32_t | uniformNormalTextureAvailable { -1 } |
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int32_t | uniformProjectionMatrix { -1 } |
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int32_t | uniformCameraMatrix { -1 } |
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int32_t | uniformCameraPosition { -1 } |
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int32_t | uniformMVPMatrix { -1 } |
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int32_t | uniformMVMatrix { -1 } |
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int32_t | uniformNormalMatrix { -1 } |
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int32_t | uniformModelMatrix { -1 } |
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int32_t | uniformTextureMatrix { -1 } |
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int32_t | uniformEffectColorMul { -1 } |
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int32_t | uniformEffectColorAdd { -1 } |
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int32_t | uniformMaterialAmbient { -1 } |
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int32_t | uniformMaterialDiffuse { -1 } |
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int32_t | uniformMaterialSpecular { -1 } |
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int32_t | uniformMaterialEmission { -1 } |
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int32_t | uniformMaterialShininess { -1 } |
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int32_t | uniformMaterialReflection { -1 } |
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int32_t | uniformMaterialReflectionFragmentShader { -1 } |
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int32_t | uniformTime { -1 } |
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int32_t | uniformApplyFoliageAnimation { -1 } |
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int32_t | uniformEnvironmentMappingTextureUnit { -1 } |
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int32_t | uniformEnvironmentMappingTextureAvailable { -1 } |
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int32_t | uniformEnvironmentMappingPosition { -1 } |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightEnabled |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightAmbient |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightDiffuse |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightSpecular |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightPosition |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightSpotDirection |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightSpotExponent |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightSpotCosCutoff |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightConstantAttenuation |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightLinearAttenuation |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightQuadraticAttenuation |
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array< int32_t, Engine::LIGHTS_MAX > | uniformLightRadius |
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array< float, 4 > | defaultSceneColor {{ 0.0f, 0.0f, 0.0f, 0.0f }} |
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bool | initialized { false } |
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Renderer * | renderer { nullptr } |
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Lighting shader implementation.
- Author
- Andreas Drewke
- Version
- $Id$
Definition at line 18 of file LightingShaderLightScatteringFoliageImplementation.h.