git-svn-id: svn://db.shs.com.ru/libs@286 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -25,12 +25,12 @@ class Map;
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class Material;
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class Light;
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QString loadShaderFile(QGLShaderProgram * prog, QGLShader::ShaderType type, const QString & file);
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bool loadShaders(QGLShaderProgram * prog, const QString & name, const QString & dir = QString());
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void setUniformMatrices(QGLShaderProgram * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj = QMatrix4x4(), QMatrix4x4 prevview = QMatrix4x4());
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void setUniformMap(QGLShaderProgram * prog, const Map & map, int channel, int def_channel);
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void setUniformMaterial(QGLShaderProgram * prog, const Material & mat);
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void setUniformLights(QGLShaderProgram * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start);
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void setUniformLight(QGLShaderProgram * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), int shadow = 0);
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QString loadShaderFile(__GLShaderProgram__ * prog, __GLShader__::ShaderType type, const QString & file);
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bool loadShaders(__GLShaderProgram__ * prog, const QString & name, const QString & dir = QString());
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void setUniformMatrices(__GLShaderProgram__ * prog, QMatrix4x4 proj, QMatrix4x4 view, QMatrix4x4 prevproj = QMatrix4x4(), QMatrix4x4 prevview = QMatrix4x4());
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void setUniformMap(__GLShaderProgram__ * prog, const Map & map, int channel, int def_channel);
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void setUniformMaterial(__GLShaderProgram__ * prog, const Material & mat);
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void setUniformLights(__GLShaderProgram__ * prog, const QVector<Light*> & lights, const QMatrix4x4 & mat, int shadow_start);
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void setUniformLight(__GLShaderProgram__ * prog, Light * light, QString ulightn, const QMatrix4x4 & mat = QMatrix4x4(), int shadow = 0);
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#endif // GLSHADERS_H
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