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@@ -43,7 +43,7 @@ public:
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MaterialVariable(
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const char* shaderProgVarName,
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PassLevelToShaderProgramHashMap& sProgs,
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- bool init_)
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+ Bool init_)
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: initialized(init_)
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{
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init(shaderProgVarName, sProgs);
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@@ -84,7 +84,7 @@ public:
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/// Get the name of all the shader program variables
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const std::string& getName() const;
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- bool getInitialized() const
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+ Bool getInitialized() const
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{
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return initialized;
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}
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@@ -94,7 +94,7 @@ private:
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/// If not initialized then there is no value given in the XML so it is
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/// probably build in and the renderer should set the value on the shader
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/// program setup
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- bool initialized;
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+ Bool initialized;
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PassLevelToShaderProgramUniformVariableHashMap sProgVars;
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/// Keep one ShaderProgramVariable here for easy access of the common
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@@ -117,7 +117,7 @@ public:
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const char* shaderProgVarName,
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PassLevelToShaderProgramHashMap& sProgs,
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const Data& val,
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- bool init_)
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+ Bool init_)
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: MaterialVariable(shaderProgVarName, sProgs, init_)
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{
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setupVisitable(&data);
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@@ -162,57 +162,57 @@ public:
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return passes;
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}
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- uint getLevelsOfDetail() const
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+ U32 getLevelsOfDetail() const
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{
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return levelsOfDetail;
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}
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- bool getShadow() const
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+ Bool getShadow() const
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{
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return shadow;
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}
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- int getBlendingSfactor() const
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+ GLenum getBlendingSfactor() const
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{
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return blendingSfactor;
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}
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- int getBlendingDfactor() const
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+ GLenum getBlendingDfactor() const
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{
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return blendingDfactor;
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}
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- bool getDepthTestingEnabled() const
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+ Bool getDepthTestingEnabled() const
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{
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return depthTesting;
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}
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- bool getWireframe() const
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+ Bool getWireframe() const
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{
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return wireframe;
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}
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/// @}
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/// Check if blending is enabled
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- bool isBlendingEnabled() const
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+ Bool isBlendingEnabled() const
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{
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return blendingSfactor != GL_ONE || blendingDfactor != GL_ZERO;
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}
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protected:
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- uint renderingStage = 0;
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+ U32 renderingStage = 0;
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StringList passes;
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- uint levelsOfDetail = 1;
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+ U32 levelsOfDetail = 1;
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- bool shadow = true;
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+ Bool shadow = true;
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- int blendingSfactor = GL_ONE; ///< Default GL_ONE
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- int blendingDfactor = GL_ZERO; ///< Default GL_ZERO
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+ GLenum blendingSfactor = GL_ONE; ///< Default GL_ONE
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+ GLenum blendingDfactor = GL_ZERO; ///< Default GL_ZERO
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- bool depthTesting = true;
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+ Bool depthTesting = true;
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- bool wireframe = false;
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+ Bool wireframe = false;
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};
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/// Material resource
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@@ -331,7 +331,7 @@ public:
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void load(const char* filename);
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/// For sorting
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- bool operator<(const Material& b) const
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+ Bool operator<(const Material& b) const
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{
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return fname < b.fname;
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}
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