It is now possible to use const shaders

A non-constant shader is no longer required to bind or to send uniform


Former-commit-id: 8fd7c03b65a2d9fcea69516c023fee034299148c
This commit is contained in:
Lynix
2012-12-25 12:26:40 +01:00
parent d63c12bbd5
commit c65e3d5def
6 changed files with 36 additions and 36 deletions

View File

@@ -44,7 +44,7 @@ class NAZARA_API NzRenderer
static unsigned int GetMaxRenderTargets();
static unsigned int GetMaxTextureUnits();
static float GetPointSize();
static NzShader* GetShader();
static const NzShader* GetShader();
static NzRenderTarget* GetTarget();
static NzRectui GetViewport();
@@ -67,7 +67,7 @@ class NAZARA_API NzRenderer
static void SetLineWidth(float size);
static void SetMatrix(nzMatrixType type, const NzMatrix4f& matrix);
static void SetPointSize(float size);
static bool SetShader(NzShader* shader);
static bool SetShader(const NzShader* shader);
static void SetStencilCompareFunction(nzRendererComparison compareFunc);
static void SetStencilFailOperation(nzStencilOperation failOperation);
static void SetStencilMask(nzUInt32 mask);

View File

@@ -51,20 +51,20 @@ class NAZARA_API NzShader : public NzResource, NzNonCopyable
bool Lock();
bool SendBoolean(int location, bool value);
bool SendColor(int location, const NzColor& color);
bool SendDouble(int location, double value);
bool SendFloat(int location, float value);
bool SendInteger(int location, int value);
bool SendMatrix(int location, const NzMatrix4d& matrix);
bool SendMatrix(int location, const NzMatrix4f& matrix);
bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr);
bool SendVector(int location, const NzVector2d& vector);
bool SendVector(int location, const NzVector2f& vector);
bool SendVector(int location, const NzVector3d& vector);
bool SendVector(int location, const NzVector3f& vector);
bool SendVector(int location, const NzVector4d& vector);
bool SendVector(int location, const NzVector4f& vector);
bool SendBoolean(int location, bool value) const;
bool SendColor(int location, const NzColor& color) const;
bool SendDouble(int location, double value) const;
bool SendFloat(int location, float value) const;
bool SendInteger(int location, int value) const;
bool SendMatrix(int location, const NzMatrix4d& matrix) const;
bool SendMatrix(int location, const NzMatrix4f& matrix) const;
bool SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit = nullptr) const;
bool SendVector(int location, const NzVector2d& vector) const;
bool SendVector(int location, const NzVector2f& vector) const;
bool SendVector(int location, const NzVector3d& vector) const;
bool SendVector(int location, const NzVector3f& vector) const;
bool SendVector(int location, const NzVector4d& vector) const;
bool SendVector(int location, const NzVector4f& vector) const;
void Unlock();