TDME2  1.9.200
DeferredLightingShaderFoliageImplementation.cpp
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2 
3 #include <string>
4 
5 #include <tdme/tdme.h>
9 
12 
13 using std::string;
14 using std::to_string;
15 
23 
24 bool DeferredLightingShaderFoliageImplementation::isSupported(Renderer* renderer) {
25  return renderer->isDeferredShadingAvailable() == true;
26 }
27 
29 {
30 }
31 
33  return "defer_foliage";
34 }
35 
37 {
38  auto shaderVersion = renderer->getShaderVersion();
39 
40  // lighting
41  // fragment shader
44  "shader/" + shaderVersion + "/lighting/specular",
45  "defer_fragmentshader.frag",
46  "#define LIGHT_COUNT " + to_string(Engine::LIGHTS_MAX) + "\n#define HAVE_DEPTH_FOG"
47  );
48  if (fragmentShaderId == 0) return;
49 
50  // vertex shader
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"
59  ) +
60  "\n\n" +
61  FileSystem::getInstance()->getContentAsString(
62  "shader/" + shaderVersion + "/functions",
63  "create_translation_matrix.inc.glsl"
64  ) +
65  "\n\n" +
66  FileSystem::getInstance()->getContentAsString(
67  "shader/" + shaderVersion + "/functions",
68  "create_foliage_transform_matrix.inc.glsl"
69  )
70  );
71  if (vertexShaderId == 0) return;
72 
73  // create, attach and link program
77 
78  //
80 
81  // uniforms
85 }
86 
88 }
89 
91  const auto& shaderParameters = renderer->getShaderParameters(contextIdx);
92  if (uniformSpeed != -1) renderer->setProgramUniformFloat(contextIdx, uniformSpeed, shaderParameters.getShaderParameter("speed").getFloatValue());
93  if (uniformAmplitudeDefault != -1) renderer->setProgramUniformFloat(contextIdx, uniformAmplitudeDefault, shaderParameters.getShaderParameter("amplitudeDefault").getFloatValue());
94  if (uniformAmplitudeMax != -1) renderer->setProgramUniformFloat(contextIdx, uniformAmplitudeMax, shaderParameters.getShaderParameter("amplitudeMax").getFloatValue());
95 }
TDME2 engine entity shader parameters.
Shader parameter model class.
virtual void updateShaderParameters(Renderer *renderer, int contextIdx) override
Update shader parameters.
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.
virtual int32_t createProgram(int type)=0
Creates a shader program.
const EntityShaderParameters & getShaderParameters(int contextIdx)
Get shader parameters.
Definition: Renderer.h:1209
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 void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.
File system singleton class.
Definition: FileSystem.h:17