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

@@ -124,7 +124,7 @@ void NzDebugDrawer::Draw(const NzCubef& cube)
if (!vertexBuffer->Unmap())
NazaraWarning("Failed to unmap buffer");
NzShader* oldShader = NzRenderer::GetShader();
const NzShader* oldShader = NzRenderer::GetShader();
if (!NzRenderer::SetShader(shader))
{
@@ -198,7 +198,7 @@ void NzDebugDrawer::Draw(const NzSkeleton* skeleton)
if (vertexCount > 0)
{
NzShader* oldShader = NzRenderer::GetShader();
const NzShader* oldShader = NzRenderer::GetShader();
if (!NzRenderer::SetShader(shader))
{

View File

@@ -30,7 +30,7 @@ NzMaterial::~NzMaterial()
void NzMaterial::Apply() const
{
NzShader* shader = NzRenderer::GetShader();
const NzShader* shader = NzRenderer::GetShader();
#if NAZARA_RENDERER_SAFE
if (!shader)
{

View File

@@ -76,7 +76,7 @@ namespace
nzUInt32 s_stencilMask;
const NzIndexBuffer* s_indexBuffer;
NzRenderTarget* s_target;
NzShader* s_shader;
const NzShader* s_shader;
const NzVertexBuffer* s_vertexBuffer;
const NzVertexDeclaration* s_vertexDeclaration;
bool s_vaoUpdated;
@@ -322,7 +322,7 @@ float NzRenderer::GetPointSize()
return pointSize;
}
NzShader* NzRenderer::GetShader()
const NzShader* NzRenderer::GetShader()
{
return s_shader;
}
@@ -742,7 +742,7 @@ void NzRenderer::SetPointSize(float size)
glPointSize(size);
}
bool NzRenderer::SetShader(NzShader* shader)
bool NzRenderer::SetShader(const NzShader* shader)
{
if (s_shader == shader)
return true;

View File

@@ -300,7 +300,7 @@ bool NzShader::Lock()
return m_impl->Lock();
}
bool NzShader::SendBoolean(int location, bool value)
bool NzShader::SendBoolean(int location, bool value) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -319,7 +319,7 @@ bool NzShader::SendBoolean(int location, bool value)
return m_impl->SendBoolean(location, value);
}
bool NzShader::SendColor(int location, const NzColor& color)
bool NzShader::SendColor(int location, const NzColor& color) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -338,7 +338,7 @@ bool NzShader::SendColor(int location, const NzColor& color)
return m_impl->SendColor(location, color);
}
bool NzShader::SendDouble(int location, double value)
bool NzShader::SendDouble(int location, double value) const
{
#if NAZARA_RENDERER_SAFE
if (!NzRenderer::HasCapability(nzRendererCap_FP64))
@@ -363,7 +363,7 @@ bool NzShader::SendDouble(int location, double value)
return m_impl->SendDouble(location, value);
}
bool NzShader::SendFloat(int location, float value)
bool NzShader::SendFloat(int location, float value) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -382,7 +382,7 @@ bool NzShader::SendFloat(int location, float value)
return m_impl->SendFloat(location, value);
}
bool NzShader::SendInteger(int location, int value)
bool NzShader::SendInteger(int location, int value) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -401,7 +401,7 @@ bool NzShader::SendInteger(int location, int value)
return m_impl->SendInteger(location, value);
}
bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix)
bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix) const
{
#if NAZARA_RENDERER_SAFE
if (!NzRenderer::HasCapability(nzRendererCap_FP64))
@@ -426,7 +426,7 @@ bool NzShader::SendMatrix(int location, const NzMatrix4d& matrix)
return m_impl->SendMatrix(location, matrix);
}
bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix)
bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -445,7 +445,7 @@ bool NzShader::SendMatrix(int location, const NzMatrix4f& matrix)
return m_impl->SendMatrix(location, matrix);
}
bool NzShader::SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit)
bool NzShader::SendTexture(int location, const NzTexture* texture, nzUInt8* textureUnit) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -464,7 +464,7 @@ bool NzShader::SendTexture(int location, const NzTexture* texture, nzUInt8* text
return m_impl->SendTexture(location, texture, textureUnit);
}
bool NzShader::SendVector(int location, const NzVector2d& vector)
bool NzShader::SendVector(int location, const NzVector2d& vector) const
{
#if NAZARA_RENDERER_SAFE
if (!NzRenderer::HasCapability(nzRendererCap_FP64))
@@ -489,7 +489,7 @@ bool NzShader::SendVector(int location, const NzVector2d& vector)
return m_impl->SendVector(location, vector);
}
bool NzShader::SendVector(int location, const NzVector2f& vector)
bool NzShader::SendVector(int location, const NzVector2f& vector) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -508,7 +508,7 @@ bool NzShader::SendVector(int location, const NzVector2f& vector)
return m_impl->SendVector(location, vector);
}
bool NzShader::SendVector(int location, const NzVector3d& vector)
bool NzShader::SendVector(int location, const NzVector3d& vector) const
{
#if NAZARA_RENDERER_SAFE
if (!NzRenderer::HasCapability(nzRendererCap_FP64))
@@ -533,7 +533,7 @@ bool NzShader::SendVector(int location, const NzVector3d& vector)
return m_impl->SendVector(location, vector);
}
bool NzShader::SendVector(int location, const NzVector3f& vector)
bool NzShader::SendVector(int location, const NzVector3f& vector) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)
@@ -552,7 +552,7 @@ bool NzShader::SendVector(int location, const NzVector3f& vector)
return m_impl->SendVector(location, vector);
}
bool NzShader::SendVector(int location, const NzVector4d& vector)
bool NzShader::SendVector(int location, const NzVector4d& vector) const
{
#if NAZARA_RENDERER_SAFE
if (!NzRenderer::HasCapability(nzRendererCap_FP64))
@@ -577,7 +577,7 @@ bool NzShader::SendVector(int location, const NzVector4d& vector)
return m_impl->SendVector(location, vector);
}
bool NzShader::SendVector(int location, const NzVector4f& vector)
bool NzShader::SendVector(int location, const NzVector4f& vector) const
{
#if NAZARA_RENDERER_SAFE
if (!m_impl)