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Remove old interface
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102f0080af
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7967709e0e
1 changed files with 6 additions and 25 deletions
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@ -1197,28 +1197,8 @@ public:
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virtual void setUniform4iv(TProgram program, uint index, size_t num, const sint32 *src) = 0;
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virtual void setUniform4uiv(TProgram program, uint index, size_t num, const uint32 *src) = 0;
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// Set builtin parameters
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virtual void setUniformMatrix(TProgram program, uint index, TMatrix matrix, TTransform transform) = 0;
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virtual void setUniformFog(TProgram program, uint index) = 0;
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// Set feature parameters
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virtual bool isUniformProgramState() = 0;
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// @}
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/// \name Legacy vertex program parameter setters
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// @{
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/**
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* Setup constant values.
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*/
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inline void setConstant(uint index, float f0, float f1, float f2, float f3) { setUniform4f(VertexProgram, index, f0, f1, f2, f3); }
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inline void setConstant(uint index, double d0, double d1, double d2, double d3) { setUniform4f(VertexProgram, index, (float)d0, (float)d1, (float)d2, (float)d3); }
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inline void setConstant(uint index, const NLMISC::CVector &value) { setUniform4f(VertexProgram, index, value, 0.f); }
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inline void setConstant(uint index, const NLMISC::CVectorD &value) { setUniform4f(VertexProgram, index, (float)value.x, (float)value.y, (float)value.z, 0.f); }
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/// setup several 4 float csts taken from the given tab
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inline void setConstant(uint index, uint num, const float *src) { setUniform4fv(VertexProgram, index, num, src); }
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/**
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* Setup constants with a current matrix.
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* Setup uniforms with a current matrix.
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*
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* This call must be done after setFrustum(), setupViewMatrix() or setupModelMatrix() to get correct
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* results.
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@ -1228,10 +1208,9 @@ public:
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* \param transform is the transformation to apply to the matrix before store it in the constants.
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*
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*/
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inline void setConstantMatrix(uint index, TMatrix matrix, TTransform transform) { setUniformMatrix(VertexProgram, index, matrix, transform); };
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virtual void setUniformMatrix(TProgram program, uint index, TMatrix matrix, TTransform transform) = 0;
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/**
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* Setup the constant with the fog vector. This vector must be used to get the final fog value in a vertex shader.
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* Setup the uniform with the fog vector. This vector must be used to get the final fog value in a vertex shader.
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* You must use it like this:
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* DP4 o[FOGC].x, c[4], R4;
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* With c[4] the constant used for the fog vector and R4 the vertex local position.
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@ -1242,7 +1221,9 @@ public:
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* \param index is the index where to store the vector.
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*
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*/
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inline void setConstantFog(uint index) { setUniformFog(VertexProgram, index); };
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virtual void setUniformFog(TProgram program, uint index) = 0;
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// Set feature parameters
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virtual bool isUniformProgramState() = 0;
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// @}
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