Refactored mathematics module
Added AABBs Added code examples Added experimental support for texture arrays (1D/2D) Added initialisers (new way of initialising modules) Added global headers (Plus a global header generator script) Added pattern support for directory Added support for spinlocks critical section on Windows Added NzRenderWindow::SetFramerateLimit Core project now includes Mathematics files Fixed color implementation using double Fixed declaration needing renderer include Fixed MLT not clearing nextFree(File/Line) after Free Fixed move operators not being noexcept Fixed thread-safety (Now working correctly - If I'm lucky) Moved Resource to core New interface for modules New interface for the renderer Put some global functions to anonymous namespace Removed empty modules Renamed ThreadCondition to ConditionVariable Replaced redirect to cerr log option by duplicate to cout Setting mouse position relative to a window will make this window ignore the event Shaders sending methods no longer takes the uniform variable name (it's using ID instead) Using new OpenGL 4.3 header
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@@ -23,6 +23,7 @@ class NzShaderImpl
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virtual ~NzShaderImpl();
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virtual bool Bind() = 0;
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virtual bool BindTextures() = 0;
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virtual bool Compile() = 0;
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virtual bool Create() = 0;
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@@ -32,6 +33,7 @@ class NzShaderImpl
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virtual NzString GetLog() const = 0;
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virtual nzShaderLanguage GetLanguage() const = 0;
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virtual NzString GetSourceCode(nzShaderType type) const = 0;
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virtual int GetUniformLocation(const NzString& name) const = 0;
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virtual bool IsLoaded(nzShaderType type) const = 0;
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@@ -39,19 +41,19 @@ class NzShaderImpl
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virtual bool Lock() = 0;
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virtual bool SendBoolean(const NzString& name, bool value) = 0;
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virtual bool SendDouble(const NzString& name, double value) = 0;
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virtual bool SendFloat(const NzString& name, float value) = 0;
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virtual bool SendInteger(const NzString& name, int value) = 0;
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virtual bool SendMatrix(const NzString& name, const NzMatrix4d& matrix) = 0;
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virtual bool SendMatrix(const NzString& name, const NzMatrix4f& matrix) = 0;
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virtual bool SendVector(const NzString& name, const NzVector2d& vector) = 0;
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virtual bool SendVector(const NzString& name, const NzVector2f& vector) = 0;
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virtual bool SendVector(const NzString& name, const NzVector3d& vector) = 0;
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virtual bool SendVector(const NzString& name, const NzVector3f& vector) = 0;
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virtual bool SendVector(const NzString& name, const NzVector4d& vector) = 0;
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virtual bool SendVector(const NzString& name, const NzVector4f& vector) = 0;
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virtual bool SendTexture(const NzString& name, NzTexture* texture) = 0;
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virtual bool SendBoolean(int location, bool value) = 0;
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virtual bool SendDouble(int location, double value) = 0;
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virtual bool SendFloat(int location, float value) = 0;
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virtual bool SendInteger(int location, int value) = 0;
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virtual bool SendMatrix(int location, const NzMatrix4d& matrix) = 0;
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virtual bool SendMatrix(int location, const NzMatrix4f& matrix) = 0;
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virtual bool SendTexture(int location, const NzTexture* texture) = 0;
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virtual bool SendVector(int location, const NzVector2d& vector) = 0;
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virtual bool SendVector(int location, const NzVector2f& vector) = 0;
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virtual bool SendVector(int location, const NzVector3d& vector) = 0;
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virtual bool SendVector(int location, const NzVector3f& vector) = 0;
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virtual bool SendVector(int location, const NzVector4d& vector) = 0;
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virtual bool SendVector(int location, const NzVector4f& vector) = 0;
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virtual void Unbind() = 0;
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virtual void Unlock() = 0;
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