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-rw-r--r--gfx/gl/sceneShader.cpp (renamed from gfx/gl/shader.cpp)12
-rw-r--r--gfx/gl/sceneShader.h (renamed from gfx/gl/shader.h)4
2 files changed, 8 insertions, 8 deletions
diff --git a/gfx/gl/shader.cpp b/gfx/gl/sceneShader.cpp
index a196e07..48c0f42 100644
--- a/gfx/gl/shader.cpp
+++ b/gfx/gl/sceneShader.cpp
@@ -1,4 +1,4 @@
-#include "shader.h"
+#include "sceneShader.h"
#include "gfx/gl/glSource.h"
#include <array>
#include <cstddef>
@@ -15,7 +15,7 @@
#include <location.hpp>
#include <maths.h>
-Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : ProgramHandleBase {vs, fs}
+SceneShader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : ProgramHandleBase {vs, fs}
{
glBindAttribLocation(m_program, 0, "position");
glBindAttribLocation(m_program, 1, "texCoord");
@@ -25,7 +25,7 @@ Shader::ProgramHandle::ProgramHandle(GLuint vs, GLuint fs) : ProgramHandleBase {
model_uniform = glGetUniformLocation(m_program, "model");
}
-Shader::Shader() :
+SceneShader::SceneShader() :
programs {{{
basicShader_vs.compile(),
basicShader_fs.compile(),
@@ -46,7 +46,7 @@ Shader::Shader() :
}
void
-Shader::setView(glm::mat4 proj) const
+SceneShader::setView(glm::mat4 proj) const
{
for (const auto & prog : programs) {
glUseProgram(prog.m_program);
@@ -55,7 +55,7 @@ Shader::setView(glm::mat4 proj) const
}
void
-Shader::setUniform(const GLchar * uniform, glm::vec3 v) const
+SceneShader::setUniform(const GLchar * uniform, glm::vec3 v) const
{
for (const auto & prog : programs) {
if (auto loc = glGetUniformLocation(prog.m_program, uniform); loc >= 0) {
@@ -66,7 +66,7 @@ Shader::setUniform(const GLchar * uniform, glm::vec3 v) const
}
void
-Shader::setModel(const Location & loc, Program pid) const
+SceneShader::setModel(const Location & loc, Program pid) const
{
auto & prog = programs[static_cast<std::size_t>(pid)];
glUseProgram(prog.m_program);
diff --git a/gfx/gl/shader.h b/gfx/gl/sceneShader.h
index 8411b94..61c159b 100644
--- a/gfx/gl/shader.h
+++ b/gfx/gl/sceneShader.h
@@ -7,11 +7,11 @@
class Location;
-class Shader {
+class SceneShader {
public:
enum class Program { Basic = 0, Water = 1, LandMass = 2, StaticPos = 3 };
- Shader();
+ SceneShader();
void setView(glm::mat4 view) const;
void setModel(const Location &, Program = Program::Basic) const;