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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-07 23:21:25 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-07-07 23:21:25 +0100 |
commit | 07064efcfecb0f1140f829ee2481079fa02cc587 (patch) | |
tree | ad9914fc74c46cacbfb6a1187ce99cb89171521a /gfx/gl/sceneShader.cpp | |
parent | Add shadow shader which takes into account texture transparency (diff) | |
download | ilt-07064efcfecb0f1140f829ee2481079fa02cc587.tar.bz2 ilt-07064efcfecb0f1140f829ee2481079fa02cc587.tar.xz ilt-07064efcfecb0f1140f829ee2481079fa02cc587.zip |
Simplify setup of uniform locations and containing programs
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
-rw-r--r-- | gfx/gl/sceneShader.cpp | 14 |
1 files changed, 2 insertions, 12 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index 985faa0..4cbccb3 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -71,10 +71,7 @@ SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : - SceneProgram {dynamicPoint_vs, material_fs}, modelLoc {*this, "model"}, modelPosLoc {*this, "modelPos"} -{ -} +SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs} { } void SceneShader::BasicProgram::setModel(Location const & location) const @@ -90,13 +87,6 @@ SceneShader::BasicProgram::use(Location const & location) const setModel(location); } -template<typename... S> -SceneShader::NetworkProgram::NetworkProgram(S &&... s) : - AbsolutePosProgram {std::forward<S>(s)...}, profileLoc {*this, "profile"}, texturePosLoc {*this, "texturePos"}, - profileLengthLoc {*this, "profileLength"} -{ -} - void SceneShader::NetworkProgram::use( const std::span<const glm::vec3> profile, const std::span<const float> texturePos) const @@ -107,7 +97,7 @@ SceneShader::NetworkProgram::use( glUniform(profileLengthLoc, static_cast<GLuint>(profile.size())); } -SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs}, waveLoc {*this, "waves"} { } +SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs} { } void SceneShader::WaterProgram::use(float waveCycle) const |