Techs ENABLE_LEGACY_OPENGL_REMOVAL and ENABLE_GL_CORE_PROFILE set as default into GLShaderProgram
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@ -301,7 +301,6 @@ void GLShaderProgram::set_uniform(int id, const Matrix3f& value) const
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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}
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}
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
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void GLShaderProgram::set_uniform(int id, const Matrix3d& value) const
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{
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{
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set_uniform(id, (Matrix3f)value.cast<float>());
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set_uniform(id, (Matrix3f)value.cast<float>());
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@ -317,9 +316,7 @@ void GLShaderProgram::set_uniform(int id, const Matrix4d& value) const
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{
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{
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set_uniform(id, (Matrix4f)value.cast<float>());
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set_uniform(id, (Matrix4f)value.cast<float>());
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}
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}
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_CORE_PROFILE
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void GLShaderProgram::set_uniform(int id, const Vec2f& value) const
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void GLShaderProgram::set_uniform(int id, const Vec2f& value) const
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{
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{
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if (id >= 0)
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if (id >= 0)
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@ -330,7 +327,6 @@ void GLShaderProgram::set_uniform(int id, const Vec2d& value) const
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{
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{
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set_uniform(id, static_cast<Vec2f>(value.cast<float>()));
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set_uniform(id, static_cast<Vec2f>(value.cast<float>()));
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}
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}
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#endif // ENABLE_GL_CORE_PROFILE
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void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
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void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
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{
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{
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@ -62,15 +62,11 @@ public:
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void set_uniform(const char* name, const Transform3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Transform3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Transform3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Transform3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix3f& value) const { set_uniform(get_uniform_location(name), value); }
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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void set_uniform(const char* name, const Matrix3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix4f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix4f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix4d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Matrix4d& value) const { set_uniform(get_uniform_location(name), value); }
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_CORE_PROFILE
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void set_uniform(const char* name, const Vec2f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec2f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec2d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec2d& value) const { set_uniform(get_uniform_location(name), value); }
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#endif // ENABLE_GL_CORE_PROFILE
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void set_uniform(const char* name, const Vec3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec3f& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const Vec3d& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const ColorRGB& value) const { set_uniform(get_uniform_location(name), value); }
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void set_uniform(const char* name, const ColorRGB& value) const { set_uniform(get_uniform_location(name), value); }
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@ -91,15 +87,11 @@ public:
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void set_uniform(int id, const Transform3f& value) const;
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void set_uniform(int id, const Transform3f& value) const;
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void set_uniform(int id, const Transform3d& value) const;
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void set_uniform(int id, const Transform3d& value) const;
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void set_uniform(int id, const Matrix3f& value) const;
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void set_uniform(int id, const Matrix3f& value) const;
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#if ENABLE_LEGACY_OPENGL_REMOVAL
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void set_uniform(int id, const Matrix3d& value) const;
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void set_uniform(int id, const Matrix3d& value) const;
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void set_uniform(int id, const Matrix4f& value) const;
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void set_uniform(int id, const Matrix4f& value) const;
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void set_uniform(int id, const Matrix4d& value) const;
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void set_uniform(int id, const Matrix4d& value) const;
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#endif // ENABLE_LEGACY_OPENGL_REMOVAL
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#if ENABLE_GL_CORE_PROFILE
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void set_uniform(int id, const Vec2f& value) const;
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void set_uniform(int id, const Vec2f& value) const;
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void set_uniform(int id, const Vec2d& value) const;
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void set_uniform(int id, const Vec2d& value) const;
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#endif // ENABLE_GL_CORE_PROFILE
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void set_uniform(int id, const Vec3f& value) const;
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void set_uniform(int id, const Vec3f& value) const;
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void set_uniform(int id, const Vec3d& value) const;
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void set_uniform(int id, const Vec3d& value) const;
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void set_uniform(int id, const ColorRGB& value) const;
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void set_uniform(int id, const ColorRGB& value) const;
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