21 bool ShadowMapRenderShaderTreeImplementation::isSupported(
Renderer* renderer) {
44 "shader/" + shaderVersion +
"/shadowmapping",
45 "render_vertexshader.vert",
47 FileSystem::getInstance()->getContentAsString(
48 "shader/" + shaderVersion +
"/functions",
49 "create_rotation_matrix.inc.glsl"
52 FileSystem::getInstance()->getContentAsString(
53 "shader/" + shaderVersion +
"/functions",
54 "create_translation_matrix.inc.glsl"
57 FileSystem::getInstance()->getContentAsString(
58 "shader/" + shaderVersion +
"/functions",
59 "create_tree_transform_matrix.inc.glsl"
66 "shader/" + shaderVersion +
"/shadowmapping",
67 "render_fragmentshader.frag"
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.
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 const string getShaderVersion()=0
virtual void setProgramUniformFloat(int contextIdx, int32_t uniformId, float value)=0
Set up a float uniform value.
Shadow mapping base shader to render shadow maps.
virtual void initialize() override
Init shadow mapping.
Shadow mapping tree shader to render shadow map.
ShadowMapRenderShaderTreeImplementation(Renderer *renderer)
Public constructor.
virtual void initialize() override
Init shadow mapping.
virtual const string getId() override
virtual void updateShaderParameters(Renderer *renderer, int contextIdx) override
Update shader parameters.
virtual ~ShadowMapRenderShaderTreeImplementation()
Destructor.
File system singleton class.