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add new programs for various gpu render tasks, and some more uniform
setter
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@ -45,6 +45,10 @@ void CGLSLProgram::SetUniformVec4(int Loc, int Count, const float* Value) {
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glUniform4fv(Loc, Count, Value);
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glUniform4fv(Loc, Count, Value);
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}
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}
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void CGLSLProgram::SetUniformVec2(int Loc, int Count, const float* Value) {
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glUniform2fv(Loc, Count, Value);
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}
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void CGLSLProgram::SetUniform(int Loc, const int Value) {
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void CGLSLProgram::SetUniform(int Loc, const int Value) {
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glUniform1i(Loc, Value);
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glUniform1i(Loc, Value);
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}
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}
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@ -18,6 +18,7 @@ public:
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void DetachShader(CGLSL* pShader);
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void DetachShader(CGLSL* pShader);
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//Support various types
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//Support various types
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void SetUniformVec2(int Loc, int Count, const float* Value);
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void SetUniformVec4(int Loc, int Count, const float* Value);
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void SetUniformVec4(int Loc, int Count, const float* Value);
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void SetUniform(int Loc, const int Value);
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void SetUniform(int Loc, const int Value);
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void SetUniform(int Loc, const unsigned int Value);
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void SetUniform(int Loc, const unsigned int Value);
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@ -35,10 +36,39 @@ protected:
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bool m_IsLinked;
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bool m_IsLinked;
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};
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};
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class CGLSLQuadProgram : public CGLSLProgram {
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class CGLSLTWProgram : public CGLSLProgram {
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public:
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public:
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int m_LocPos;
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int m_LocPos;
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int m_LocIsTextured;
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int m_LocIsTextured;
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int m_LocTextureSampler;
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int m_LocTextureSampler;
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};
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class CGLSLQuadProgram : public CGLSLTWProgram {
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public:
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};
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};
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class CGLSLPrimitiveProgram : public CGLSLTWProgram {
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public:
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};
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class CGLSLTileProgram : public CGLSLTWProgram {
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public:
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int m_LocColor;
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int m_LocZoomFactor;
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};
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class CGLSLBorderTileProgram : public CGLSLTileProgram {
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public:
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int m_LocOffset;
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int m_LocDir;
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int m_LocNum;
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int m_LocJumpIndex;
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};
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class CGLSLBorderTileLineProgram : public CGLSLTileProgram {
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public:
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int m_LocDir;
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int m_LocNum;
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};
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