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Ignore:
Timestamp:
Sep 25, 2006, 12:10:07 PM (18 years ago)
Author:
bensch
Message:

Switching to new Shader layout, with Shader and ShaderData. Shaders do not render for the time being

File:
1 edited

Legend:

Unmodified
Added
Removed
  • branches/new_class_id/src/world_entities/environments/mapped_water.cc

    r9757 r9818  
    7777MappedWater::~MappedWater()
    7878{
    79   delete shader;
    8079  delete cam_uni;
    8180  delete color_uni;
     
    165164{
    166165  // load shader files
    167   shader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
    168 
    169   this->shader->activateShader();
     166  shader = Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/mapped_water.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/mapped_water.frag");
     167
     168  this->shader.activateShader();
    170169  // Set the variable "reflection" to correspond to the first texture unit
    171170  Shader::Uniform(shader, "reflection").set(0);
     
    199198  cam_uni = new Shader::Uniform(shader, "cameraPos");
    200199
    201   this->shader->deactivateShader();
     200  this->shader.deactivateShader();
    202201}
    203202
     
    225224void MappedWater::resetWaterColor(float r, float g, float b)
    226225{
    227   this->shader->activateShader();
     226  this->shader.activateShader();
    228227  this->waterColor = Vector(r, g, b);
    229228
     
    231230  color_uni->set(waterColor.x, waterColor.y, waterColor.z, 1.0f);
    232231
    233   this->shader->deactivateShader();
     232  this->shader.deactivateShader();
    234233}
    235234
     
    240239void MappedWater::resetShineSize(float shine)
    241240{
    242   this->shader->activateShader();
     241  this->shader.activateShader();
    243242  this->shineSize = shine;
    244243
     
    246245  shineSize_uni->set(this->shineSize);
    247246
    248   this->shader->deactivateShader();
     247  this->shader.deactivateShader();
    249248}
    250249
     
    255254void MappedWater::resetShineStrength(float strength)
    256255{
    257   this->shader->activateShader();
     256  this->shader.activateShader();
    258257  this->shineStrength = strength;
    259258
     
    261260  shineStrength_uni->set(this->shineStrength);
    262261
    263   this->shader->deactivateShader();
     262  this->shader.deactivateShader();
    264263}
    265264
     
    270269void MappedWater::resetReflStrength(float strength)
    271270{
    272   this->shader->activateShader();
     271  this->shader.activateShader();
    273272  this->reflStrength = strength;
    274273
     
    276275  reflStrength_uni->set(this->reflStrength);
    277276
    278   this->shader->deactivateShader();
     277  this->shader.deactivateShader();
    279278}
    280279
     
    285284void MappedWater::resetRefraction(float refraction)
    286285{
    287   this->shader->activateShader();
     286  this->shader.activateShader();
    288287  this->refraction = refraction;
    289288
     
    291290  refr_uni->set(this->refraction);
    292291
    293   this->shader->deactivateShader();
     292  this->shader.deactivateShader();
    294293}
    295294
     
    302301void MappedWater::resetLightPos(float x, float y, float z)
    303302{
    304   this->shader->activateShader();
     303  this->shader.activateShader();
    305304  this->lightPos = Vector(x, y, z);
    306305
     
    308307  light_uni->set(lightPos.x, lightPos.y, lightPos.z, 1.0f);
    309308
    310   this->shader->deactivateShader();
     309  this->shader.deactivateShader();
    311310}
    312311
     
    556555  mat.select();
    557556
    558   this->shader->activateShader();
     557  this->shader.activateShader();
    559558
    560559  // reset the camera uniform to the current cam position
     
    595594  glEnd();
    596595
    597   this->shader->deactivateShader();
     596  this->shader.deactivateShader();
    598597
    599598  mat.unselect();
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