GIGA REFACTOR

This commit is contained in:
2022-03-02 18:51:42 +01:00
parent 553b2f6aad
commit 6df59b1487
92 changed files with 1807 additions and 1785 deletions

View File

@@ -1,12 +1,8 @@
/*
* WorldShader.cpp
*
* Created on: 4 nov. 2020
* Author: simon
*/
#include "render/shaders/WorldShader.h"
namespace td {
namespace shader {
#ifdef __ANDROID__
static const char vertexSource[] =
R"(#version 300 es
@@ -93,26 +89,29 @@ void main(void){
WorldShader::WorldShader() : ShaderProgram() {}
void WorldShader::loadShader() {
ShaderProgram::loadProgram(vertexSource, fragmentSource);
void WorldShader::LoadShader() {
ShaderProgram::LoadProgram(vertexSource, fragmentSource);
}
void WorldShader::getAllUniformLocation() {
location_aspect_ratio = static_cast<unsigned int>(getUniformLocation("aspectRatio"));
location_zoom = static_cast<unsigned int>(getUniformLocation("zoom"));
location_cam = static_cast<unsigned int>(getUniformLocation("camPos"));
location_viewtype = static_cast<unsigned int>(getUniformLocation("isometricView"));
void WorldShader::GetAllUniformLocation() {
m_LocationAspectRatio = static_cast<unsigned int>(GetUniformLocation("aspectRatio"));
m_LocationZoom = static_cast<unsigned int>(GetUniformLocation("zoom"));
m_LocationCam = static_cast<unsigned int>(GetUniformLocation("camPos"));
m_LocationViewtype = static_cast<unsigned int>(GetUniformLocation("isometricView"));
}
void WorldShader::setCamPos(const glm::vec2& camPos) {
loadVector(location_cam, camPos);
void WorldShader::SetCamPos(const glm::vec2& camPos) {
LoadVector(m_LocationCam, camPos);
}
void WorldShader::setZoom(float zoom) {
loadFloat(location_zoom, zoom);
void WorldShader::SetZoom(float zoom) {
LoadFloat(m_LocationZoom, zoom);
}
void WorldShader::setAspectRatio(float aspectRatio) {
loadFloat(location_aspect_ratio, aspectRatio);
void WorldShader::SetAspectRatio(float aspectRatio) {
LoadFloat(m_LocationAspectRatio, aspectRatio);
}
void WorldShader::setIsometricView(float isometric) {
loadFloat(location_viewtype, isometric);
void WorldShader::SetIsometricView(float isometric) {
LoadFloat(m_LocationViewtype, isometric);
}
} // namespace shader
} // namespace td