24 bool DeferredLightingShaderFoliageImplementation::isSupported(
Renderer* renderer) {
33 return "defer_foliage";
44 "shader/" + shaderVersion +
"/lighting/specular",
45 "defer_fragmentshader.frag",
53 "shader/" + shaderVersion +
"/lighting/specular",
54 "render_vertexshader.vert",
55 "#define LIGHT_COUNT " + to_string(
Engine::LIGHTS_MAX) +
"\n#define HAVE_FOLIAGE\n#define HAVE_DEPTH_FOG",
56 FileSystem::getInstance()->getContentAsString(
57 "shader/" + shaderVersion +
"/functions",
58 "create_rotation_matrix.inc.glsl"
61 FileSystem::getInstance()->getContentAsString(
62 "shader/" + shaderVersion +
"/functions",
63 "create_translation_matrix.inc.glsl"
66 FileSystem::getInstance()->getContentAsString(
67 "shader/" + shaderVersion +
"/functions",
68 "create_foliage_transform_matrix.inc.glsl"
TDME2 engine entity shader parameters.
Shader parameter model class.
Lighting shader implementation.
virtual void initialize() override
Initialize renderer.
DeferredLightingShaderFoliageImplementation(Renderer *renderer)
Public constructor.
virtual void registerShader() override
Register shader.
virtual const string getId() override
int32_t uniformAmplitudeDefault
int32_t uniformAmplitudeMax
virtual void updateShaderParameters(Renderer *renderer, int contextIdx) override
Update shader parameters.
Lighting shader implementation.
virtual void initialize() override
Initialize renderer.
virtual int32_t loadShader(int32_t type, const string &pathName, const string &fileName, const string &definitions=string(), const string &functions=string())=0
Loads a shader.
int32_t SHADER_FRAGMENT_SHADER
int32_t SHADER_VERTEX_SHADER
virtual int32_t createProgram(int type)=0
Creates a shader program.
const EntityShaderParameters & getShaderParameters(int contextIdx)
Get shader parameters.
virtual void attachShaderToProgram(int32_t programId, int32_t shaderId)=0
Attaches a shader to a program.
virtual int32_t getProgramUniformLocation(int32_t programId, const string &name)=0
Returns location of given uniform variable.
virtual bool isDeferredShadingAvailable()=0
virtual const string getShaderVersion()=0
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.
File system singleton class.