/dports/games/spring/spring_98.0/rts/Rendering/Shaders/ |
H A D | ShaderHandler.h | 16 Shader::IProgramObject* GetProgramObject(const std::string& poClass, const std::string& poName); 19 …Shader::IProgramObject* CreateProgramObject(const std::string& poClass, const std::string& poName,… 29 typedef std::map<std::string, Shader::IProgramObject*> ProgramObjMap; 30 typedef std::map<std::string, Shader::IProgramObject*>::iterator ProgramObjMapIt;
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H A D | Shader.cpp | 215 void IProgramObject::Enable() { in Enable() 219 void IProgramObject::Disable() { in Disable() 223 bool IProgramObject::IsBound() const { in IsBound() 227 void IProgramObject::Release() { in Release() 240 void IProgramObject::RecompileIfNeeded() in RecompileIfNeeded() 258 void IProgramObject::PrintInfo() in PrintInfo() 303 IProgramObject::Enable(); in Enable() 310 IProgramObject::Disable(); in Disable() 323 IProgramObject::Release(); in Release() 355 IProgramObject::AttachShaderObject(so); in AttachShaderObject() [all …]
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H A D | ShaderHandler.cpp | 45 Shader::IProgramObject* CShaderHandler::GetProgramObject(const std::string& poClass, const std::str… in GetProgramObject() 55 Shader::IProgramObject* CShaderHandler::CreateProgramObject(const std::string& poClass, const std::… in CreateProgramObject() 56 Shader::IProgramObject* po = Shader::nullProgramObject; in CreateProgramObject()
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H A D | Shader.h | 80 struct IProgramObject : public SShaderFlagState { struct 82 IProgramObject(const std::string& poName); 83 virtual ~IProgramObject() {} in ~IProgramObject() argument 221 struct NullProgramObject: public Shader::IProgramObject { argument 223 NullProgramObject(const std::string& poName): IProgramObject(poName) {} in NullProgramObject() 249 struct ARBProgramObject: public Shader::IProgramObject { 285 struct GLSLProgramObject: public Shader::IProgramObject {
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/dports/games/spring/spring_98.0/rts/Rendering/Env/ |
H A D | BumpWater.h | 15 struct IProgramObject; 44 void GetUniformLocations(const Shader::IProgramObject*); 111 Shader::IProgramObject* waterShader; 112 Shader::IProgramObject* blurShader;
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H A D | GrassDrawer.h | 11 struct IProgramObject; 100 std::vector<Shader::IProgramObject*> grassShaders; 101 Shader::IProgramObject* grassShader;
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H A D | AdvTreeGenerator.h | 14 struct IProgramObject; 34 void CreateFarTex(Shader::IProgramObject*);
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H A D | AdvTreeDrawer.h | 12 struct IProgramObject; 68 std::vector<Shader::IProgramObject*> treeShaders;
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H A D | AdvTreeDrawer.cpp | 445 Shader::IProgramObject* treeShader = NULL; in Draw() 897 Shader::IProgramObject* po = NULL; in DrawShadowPass()
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H A D | AdvTreeGenerator.cpp | 283 void CAdvTreeGenerator::CreateFarTex(Shader::IProgramObject* treeShader) in CreateFarTex()
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/dports/games/spring/spring_98.0/rts/Rendering/ |
H A D | ShadowHandler.h | 13 struct IProgramObject; 55 Shader::IProgramObject* GetShadowGenProg(ShadowGenProgram p) { in GetShadowGenProg() 101 std::vector<Shader::IProgramObject*> shadowGenProgs;
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H A D | UnitDrawerState.hpp | 12 struct IProgramObject; 67 std::vector<Shader::IProgramObject*> modelShaders;
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H A D | ShadowHandler.cpp | 196 …Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + … in LoadShadowGenShaderProgs() 211 …Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + … in LoadShadowGenShaderProgs()
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H A D | FeatureDrawer.cpp | 370 Shader::IProgramObject* po = in DrawShadowPass()
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H A D | UnitDrawer.cpp | 599 Shader::IProgramObject* po = in SetupShadowDrawing() 607 Shader::IProgramObject* po = in CleanUpShadowDrawing() 797 Shader::IProgramObject* po = in DrawShadowPass()
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H A D | ProjectileDrawer.cpp | 704 Shader::IProgramObject* po = in DrawShadowPass()
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/dports/games/spring/spring_98.0/rts/Map/SMF/ |
H A D | SMFRenderState.h | 13 struct IProgramObject; 73 Shader::IProgramObject* arbShaders[ARB_SHADER_COUNT]; 100 Shader::IProgramObject* glslShaders[GLSL_SHADER_COUNT];
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H A D | SMFGroundDrawer.cpp | 404 …Shader::IProgramObject* po = shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_MAP… in DrawShadowPass()
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/dports/games/spring/spring_98.0/rts/Rendering/GL/ |
H A D | LightHandler.h | 11 struct IProgramObject; 22 void Update(Shader::IProgramObject*);
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H A D | LightHandler.cpp | 89 void GL::LightHandler::Update(Shader::IProgramObject* shader) { in Update()
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/dports/games/spring/spring_98.0/rts/Rendering/Models/ |
H A D | ModelDrawer.h | 12 struct IProgramObject; 51 std::map<int, std::vector<Shader::IProgramObject*> > shaders;
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H A D | ModelDrawer.cpp | 240 shaders[modelType] = std::vector<Shader::IProgramObject*>(); in LoadModelShaders() 281 shaders[modelType] = std::vector<Shader::IProgramObject*>(); in LoadModelShaders()
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/dports/games/spring/spring_98.0/rts/Rendering/Env/Decals/ |
H A D | DecalsDrawerGL4.h | 36 struct IProgramObject; 149 Shader::IProgramObject* decalShader;
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H A D | GroundDecalHandler.h | 24 struct IProgramObject; 255 std::vector<Shader::IProgramObject*> decalShaders;
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/dports/games/spring/spring_98.0/rts/Map/SM3/ |
H A D | SM3GroundDrawer.cpp | 190 Shader::IProgramObject* po = in DrawShadowPass()
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