12 PostProcessingShaderBaseImplementation::PostProcessingShaderBaseImplementation(
Renderer* renderer)
Post processing shader base implementation.
int32_t uniformBufferTexturePixelWidth
virtual void unloadTextures()
Unload textures.
virtual void initialize() override
Initialize post processing shader.
int32_t uniformTemporaryDepthBufferTextureUnit
virtual bool isInitialized() override
int32_t uniformBufferTexturePixelHeight
virtual void setBufferPixelHeight(int contextIdx, float pixelHeight) override
Set source buffer pixel height.
int32_t uniformDepthBufferTextureUnit
int32_t uniformColorBufferTextureUnit
int32_t uniformTemporaryColorBufferTextureUnit
virtual void useProgram(int contextIdx) override
Use program.
virtual void unUseProgram() override
Unuse program.
virtual void setBufferPixelWidth(int contextIdx, float pixelWidth) override
Set source buffer pixel width.
virtual void loadTextures(const string &pathName)
Load textures.
virtual bool isUsingProgramAttributeLocation()=0
virtual void setProgramAttributeLocation(int32_t programId, int32_t location, const string &name)=0
Bind attribute to a input location.
virtual void setProgramUniformInteger(int contextIdx, int32_t uniformId, int32_t value)=0
Set up a integer uniform value.
virtual bool linkProgram(int32_t programId)=0
Links attached shaders to a program.
void setLighting(int contextIdx, int32_t lighting)
Set current lighting model.
virtual int32_t getProgramUniformLocation(int32_t programId, const string &name)=0
Returns location of given uniform variable.
virtual void useProgram(int contextIdx, int32_t programId)=0
Use shader program.
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.