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@@ -113,6 +113,12 @@ public:
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void update_texture(TextureId id, uint32_t x, uint32_t y, uint32_t width, uint32_t height, const void* data);
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void destroy_texture(TextureId id);
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+ void bind_texture(uint32_t unit, TextureId texture);
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+ void set_texturing(uint32_t unit, bool texturing);
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+ void set_texture_mode(uint32_t unit, TextureMode mode, const Color4& blendColor);
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+ void set_texture_wrap(uint32_t unit, TextureWrap wrap);
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+ void set_texture_filter(uint32_t unit, TextureFilter filter);
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+
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// Vertex shaders
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VertexShaderId create_vertex_shader(const char* program);
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void destroy_vertex_shader(VertexShaderId id);
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@@ -135,6 +141,8 @@ public:
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void set_gpu_porgram_mat3_uniform(GPUProgramId id, const char* name, const Mat3& value);
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void set_gpu_program_mat4_uniform(GPUProgramId id, const char* name, const Mat4& value);
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+ void set_gpu_program_sampler_uniform(GPUProgramId id, const char* name, uint32_t value);
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+
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void bind_gpu_program(GPUProgramId id) const;
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// Frame buffers
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@@ -150,12 +158,6 @@ public:
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void set_lighting(bool lighting);
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void set_ambient_light(const Color4& color);
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- void bind_texture(uint32_t unit, TextureId texture);
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- void set_texturing(uint32_t unit, bool texturing);
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- void set_texture_mode(uint32_t unit, TextureMode mode, const Color4& blendColor);
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- void set_texture_wrap(uint32_t unit, TextureWrap wrap);
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- void set_texture_filter(uint32_t unit, TextureFilter filter);
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-
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void set_light(uint32_t light, bool active);
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void set_light_params(uint32_t light, LightType type, const Vec3& position);
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void set_light_color(uint32_t light, const Color4& ambient, const Color4& diffuse, const Color4& specular);
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