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@@ -239,9 +239,9 @@ public:
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/// Return the default spotlight attenuation texture
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Texture2D* GetDefaultLightSpot() const { return defaultLightSpot; }
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/// Return a vertex shader by name
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- ShaderProgram* GetVertexShader(const String& name, bool checkExists = false) const;
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+ ShaderVariation* GetVertexShader(const String& name, bool checkExists = false) const;
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/// Return a pixel shader by name
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- ShaderProgram* GetPixelShader(const String& name, bool checkExists = false) const;
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+ ShaderVariation* GetPixelShader(const String& name, bool checkExists = false) const;
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/// Return the frame update parameters
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const FrameInfo& GetFrameInfo() { return frame_; }
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@@ -268,7 +268,7 @@ private:
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/// Reset shadow map use count
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void ResetShadowMapUseCount();
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/// Get a shader program
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- ShaderProgram* GetShader(const String& name, const String& extension, bool checkExists) const;
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+ ShaderVariation* GetShader(const String& name, const String& extension, bool checkExists) const;
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/// Choose shaders for a batch
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void SetBatchShaders(Batch& batch, Technique* technique, Pass* pass, bool allowShadows = true);
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/// Choose light volume shaders for a batch
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@@ -302,7 +302,7 @@ private:
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/// Set up a light volume rendering batch
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void SetupLightBatch(Batch& batch);
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/// Draw a full screen quad (either near or far)
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- void DrawFullScreenQuad(Camera& camera, ShaderProgram* vs, ShaderProgram* ps, bool nearQuad);
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+ void DrawFullScreenQuad(Camera& camera, ShaderVariation* vs, ShaderVariation* ps, bool nearQuad);
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/// Handle screen mode event
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void HandleScreenMode(StringHash eventType, VariantMap& eventData);
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/// Handle render update event
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@@ -335,13 +335,13 @@ private:
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/// Shadow map use count if reusing is disabled. Is reset for each view
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unsigned shadowMapUseCount_[NUM_SHADOWMAP_RESOLUTIONS];
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/// Stencil rendering vertex shader
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- SharedPtr<ShaderProgram> stencilVS_;
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+ SharedPtr<ShaderVariation> stencilVS_;
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/// Stencil rendering pixel shader
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- SharedPtr<ShaderProgram> stencilPS_;
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+ SharedPtr<ShaderVariation> stencilPS_;
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/// Light vertex shaders
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- Vector<SharedPtr<ShaderProgram> > lightVS_;
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+ Vector<SharedPtr<ShaderVariation> > lightVS_;
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/// Light pixel shaders
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- Vector<SharedPtr<ShaderProgram> > lightPS_;
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+ Vector<SharedPtr<ShaderVariation> > lightPS_;
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/// Reusable shadow cameras
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Vector<SharedPtr<Camera> > shadowCameraStore_;
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/// Reusable split lights
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