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Searched refs:IProgramObject (Results 1 – 25 of 27) sorted by relevance

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/dports/games/spring/spring_98.0/rts/Rendering/Shaders/
H A DShaderHandler.h16 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;
H A DShader.cpp215 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()
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H A DShaderHandler.cpp45 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()
H A DShader.h80 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 {
/dports/games/spring/spring_98.0/rts/Rendering/Env/
H A DBumpWater.h15 struct IProgramObject;
44 void GetUniformLocations(const Shader::IProgramObject*);
111 Shader::IProgramObject* waterShader;
112 Shader::IProgramObject* blurShader;
H A DGrassDrawer.h11 struct IProgramObject;
100 std::vector<Shader::IProgramObject*> grassShaders;
101 Shader::IProgramObject* grassShader;
H A DAdvTreeGenerator.h14 struct IProgramObject;
34 void CreateFarTex(Shader::IProgramObject*);
H A DAdvTreeDrawer.h12 struct IProgramObject;
68 std::vector<Shader::IProgramObject*> treeShaders;
H A DAdvTreeDrawer.cpp445 Shader::IProgramObject* treeShader = NULL; in Draw()
897 Shader::IProgramObject* po = NULL; in DrawShadowPass()
H A DAdvTreeGenerator.cpp283 void CAdvTreeGenerator::CreateFarTex(Shader::IProgramObject* treeShader) in CreateFarTex()
/dports/games/spring/spring_98.0/rts/Rendering/
H A DShadowHandler.h13 struct IProgramObject;
55 Shader::IProgramObject* GetShadowGenProg(ShadowGenProgram p) { in GetShadowGenProg()
101 std::vector<Shader::IProgramObject*> shadowGenProgs;
H A DUnitDrawerState.hpp12 struct IProgramObject;
67 std::vector<Shader::IProgramObject*> modelShaders;
H A DShadowHandler.cpp196 …Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + … in LoadShadowGenShaderProgs()
211 …Shader::IProgramObject* po = sh->CreateProgramObject("[ShadowHandler]", shadowGenProgHandles[i] + … in LoadShadowGenShaderProgs()
H A DFeatureDrawer.cpp370 Shader::IProgramObject* po = in DrawShadowPass()
H A DUnitDrawer.cpp599 Shader::IProgramObject* po = in SetupShadowDrawing()
607 Shader::IProgramObject* po = in CleanUpShadowDrawing()
797 Shader::IProgramObject* po = in DrawShadowPass()
H A DProjectileDrawer.cpp704 Shader::IProgramObject* po = in DrawShadowPass()
/dports/games/spring/spring_98.0/rts/Map/SMF/
H A DSMFRenderState.h13 struct IProgramObject;
73 Shader::IProgramObject* arbShaders[ARB_SHADER_COUNT];
100 Shader::IProgramObject* glslShaders[GLSL_SHADER_COUNT];
H A DSMFGroundDrawer.cpp404 …Shader::IProgramObject* po = shadowHandler->GetShadowGenProg(CShadowHandler::SHADOWGEN_PROGRAM_MAP… in DrawShadowPass()
/dports/games/spring/spring_98.0/rts/Rendering/GL/
H A DLightHandler.h11 struct IProgramObject;
22 void Update(Shader::IProgramObject*);
H A DLightHandler.cpp89 void GL::LightHandler::Update(Shader::IProgramObject* shader) { in Update()
/dports/games/spring/spring_98.0/rts/Rendering/Models/
H A DModelDrawer.h12 struct IProgramObject;
51 std::map<int, std::vector<Shader::IProgramObject*> > shaders;
H A DModelDrawer.cpp240 shaders[modelType] = std::vector<Shader::IProgramObject*>(); in LoadModelShaders()
281 shaders[modelType] = std::vector<Shader::IProgramObject*>(); in LoadModelShaders()
/dports/games/spring/spring_98.0/rts/Rendering/Env/Decals/
H A DDecalsDrawerGL4.h36 struct IProgramObject;
149 Shader::IProgramObject* decalShader;
H A DGroundDecalHandler.h24 struct IProgramObject;
255 std::vector<Shader::IProgramObject*> decalShaders;
/dports/games/spring/spring_98.0/rts/Map/SM3/
H A DSM3GroundDrawer.cpp190 Shader::IProgramObject* po = in DrawShadowPass()

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