TDME2  1.9.200
ShadowMapCreationShaderTreeImplementation.cpp
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2 
3 #include <string>
4 
5 #include <tdme/tdme.h>
11 
12 using std::to_string;
13 
20 
21 bool ShadowMapCreationShaderTreeImplementation::isSupported(Renderer* renderer) {
22  return true;
23 }
24 
26 {
27 }
28 
30 }
31 
33  return "tree";
34 }
35 
37 {
38  auto shaderVersion = renderer->getShaderVersion();
39 
40  // load shadow map creation shaders
43  "shader/" + shaderVersion + "/shadowmapping",
44  "creation_vertexshader.vert",
45  "#define HAVE_TREE",
46  FileSystem::getInstance()->getContentAsString(
47  "shader/" + shaderVersion + "/functions",
48  "create_rotation_matrix.inc.glsl"
49  ) +
50  "\n\n" +
51  FileSystem::getInstance()->getContentAsString(
52  "shader/" + shaderVersion + "/functions",
53  "create_translation_matrix.inc.glsl"
54  ) +
55  "\n\n" +
56  FileSystem::getInstance()->getContentAsString(
57  "shader/" + shaderVersion + "/functions",
58  "create_tree_transform_matrix.inc.glsl"
59  )
60  );
61  if (vertexShaderId == 0) return;
64  "shader/" + shaderVersion + "/shadowmapping",
65  "creation_fragmentshader.frag"
66  );
67  if (fragmentShaderId == 0) return;
68 
69  // create shadow map creation shader render program
73 
74  //
76 
77  //
78  if (initialized == false) return;
79 
80  // uniforms
82 }
83 
85  const auto& shaderParameters = renderer->getShaderParameters(contextIdx);
86  if (uniformSpeed != -1) renderer->setProgramUniformFloat(contextIdx, uniformSpeed, shaderParameters.getShaderParameter("speed").getFloatValue());
87 }
TDME2 engine entity shader parameters.
Shader parameter model class.
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.
virtual void updateShaderParameters(Renderer *renderer, int contextIdx) override
Update shader parameters.
File system singleton class.
Definition: FileSystem.h:17