Rename uniform setters to avoid future ambiguity.
This commit is contained in:
@@ -61,9 +61,9 @@ namespace OpenRA.FileFormats.Graphics
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public interface IShader
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public interface IShader
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{
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{
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void SetValue( string name, float x, float y );
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void SetVec(string name, float x, float y);
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void SetValue( string param, ITexture texture );
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void SetTexture(string param, ITexture texture);
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void Render( Action a );
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void Render(Action a);
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}
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}
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public interface ITexture
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public interface ITexture
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@@ -89,10 +89,10 @@ namespace OpenRA.Graphics
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void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)
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void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)
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{
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{
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s.SetValue("Palette", PaletteTexture);
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s.SetTexture("Palette", PaletteTexture);
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s.SetValue("Scroll", (int)scroll.X, (int)scroll.Y);
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s.SetVec("Scroll", (int)scroll.X, (int)scroll.Y);
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s.SetValue("r1", r1.X, r1.Y);
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s.SetVec("r1", r1.X, r1.Y);
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s.SetValue("r2", r2.X, r2.Y);
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s.SetVec("r2", r2.X, r2.Y);
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}
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}
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public void EndFrame(IInputHandler inputHandler)
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public void EndFrame(IInputHandler inputHandler)
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@@ -34,7 +34,7 @@ namespace OpenRA.Graphics
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{
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{
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if (nv > 0)
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if (nv > 0)
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{
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{
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shader.SetValue( "DiffuseTexture", currentSheet.Texture );
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shader.SetTexture("DiffuseTexture", currentSheet.Texture);
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shader.Render(() =>
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shader.Render(() =>
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{
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{
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var vb = renderer.GetTempVertexBuffer();
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var vb = renderer.GetTempVertexBuffer();
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@@ -84,7 +84,7 @@ namespace OpenRA.Graphics
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if( lastRow < firstRow ) lastRow = firstRow;
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if( lastRow < firstRow ) lastRow = firstRow;
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Game.Renderer.WorldSpriteShader.SetValue( "DiffuseTexture", terrainSheet.Texture );
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Game.Renderer.WorldSpriteShader.SetTexture("DiffuseTexture", terrainSheet.Texture);
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Game.Renderer.WorldSpriteShader.Render(() =>
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Game.Renderer.WorldSpriteShader.Render(() =>
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Game.Renderer.DrawBatch(vertexBuffer,
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Game.Renderer.DrawBatch(vertexBuffer,
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verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
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verticesPerRow * firstRow, verticesPerRow * (lastRow - firstRow),
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@@ -67,7 +67,7 @@ namespace OpenRA.Renderer.Cg
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Tao.Cg.CgGl.cgGLDisableProfile(dev.vertexProfile);
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Tao.Cg.CgGl.cgGLDisableProfile(dev.vertexProfile);
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}
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}
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public void SetValue(string name, ITexture t)
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public void SetTexture(string name, ITexture t)
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{
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{
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var texture = (Texture)t;
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var texture = (Texture)t;
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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@@ -75,7 +75,7 @@ namespace OpenRA.Renderer.Cg
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Tao.Cg.CgGl.cgGLSetupSampler(param, texture.texture);
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Tao.Cg.CgGl.cgGLSetupSampler(param, texture.texture);
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}
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}
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public void SetValue(string name, float x, float y)
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public void SetVec(string name, float x, float y)
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{
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{
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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var param = Tao.Cg.Cg.cgGetNamedEffectParameter(effect, name);
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if (param != IntPtr.Zero)
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if (param != IntPtr.Zero)
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@@ -132,15 +132,16 @@ namespace OpenRA.Renderer.Glsl
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ErrorHandler.CheckGlError();
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ErrorHandler.CheckGlError();
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}
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}
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public void SetValue(string name, ITexture t)
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public void SetTexture(string name, ITexture t)
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{
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{
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if( t == null ) return;
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if (t == null)
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return;
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int texUnit;
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int texUnit;
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if( samplers.TryGetValue( name, out texUnit ) )
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if (samplers.TryGetValue(name, out texUnit))
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textures[texUnit] = t;
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textures[texUnit] = t;
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}
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}
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public void SetValue(string name, float x, float y)
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public void SetVec(string name, float x, float y)
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{
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{
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Gl.glUseProgramObjectARB(program);
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Gl.glUseProgramObjectARB(program);
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ErrorHandler.CheckGlError();
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ErrorHandler.CheckGlError();
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@@ -60,8 +60,8 @@ namespace OpenRA.Renderer.Null
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public class NullShader : IShader
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public class NullShader : IShader
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{
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{
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public void SetValue(string name, float x, float y) { }
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public void SetVec(string name, float x, float y) { }
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public void SetValue(string param, ITexture texture) { }
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public void SetTexture(string param, ITexture texture) { }
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public void Commit() { }
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public void Commit() { }
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public void Render(Action a) { }
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public void Render(Action a) { }
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}
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}
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