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