TDME2  1.9.200
ShadowMapRenderShaderFoliageImplementation.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 ShadowMapRenderShaderFoliageImplementation::isSupported(Renderer* renderer) {
22  return true;
23 }
24 
26 {
27 }
28 
30 {
31 }
32 
34  return "foliage";
35 }
36 
38 {
39  auto shaderVersion = renderer->getShaderVersion();
40 
41  // load shadow mapping shaders
44  "shader/" + shaderVersion + "/shadowmapping",
45  "render_vertexshader.vert",
46  "#define HAVE_FOLIAGE",
47  FileSystem::getInstance()->getContentAsString(
48  "shader/" + shaderVersion + "/functions",
49  "create_rotation_matrix.inc.glsl"
50  ) +
51  "\n\n" +
52  FileSystem::getInstance()->getContentAsString(
53  "shader/" + shaderVersion + "/functions",
54  "create_translation_matrix.inc.glsl"
55  ) +
56  "\n\n" +
57  FileSystem::getInstance()->getContentAsString(
58  "shader/" + shaderVersion + "/functions",
59  "create_foliage_transform_matrix.inc.glsl"
60  )
61  );
62  if (vertexShaderId == 0) return;
63 
66  "shader/" + shaderVersion + "/shadowmapping",
67  "render_fragmentshader.frag"
68  );
69  if (fragmentShaderId == 0) return;
70 
71  // create shadow mapping render program
75 
77 
78  //
79  if (initialized == false) return;
80 
81  //
82  if (initialized == false) return;
83 
84  // uniforms
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 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