8 #include "ShaderMacros.h"
22 virtual void SetMVP(
const m44& mvp)
const {;}
23 void SetUnpackModelViewProjectionMatrix(
const m44& unpackModelViewProjectionMatrix)
const;
24 void SetUnpackModelMatrix(
const m44& unpackModelMatrix)
const;
25 void SetNormalToWorldMatrix(
const m44& normalToWorldMatrix)
const;
26 void SetDiffuseColor(
const v4& color)
const;
27 void SetReflectionColor(
const v3& color)
const;
28 void SetSaturation(
float saturation)
const;
29 void SetLightColors(
const m44& colors)
const;
30 void SetWorldToLightDirections(
const m44& worldSpaceToLightDirections)
const;
32 void SetWorldToEcefTangentMatrix(
const m44& worldToEcefTangentMatrix)
const;
33 void SetViewOffset(
const v3& viewDirection,
float offsetParam)
const;
37 GLuint GetDiffuseSamplerId()
const {
return m_diffuseSamplerId; }
39 GLuint GetCubeMapSamplerId()
const {
return m_cubeMapSamplerId; }
45 const Rendering::TShaderId shaderId,
46 const std::string& vertexShaderCode,
47 const std::string& fragmentShaderCode);
50 GLuint m_unpackModelViewProjectionMatrixUniformLocation;
51 GLuint m_unpackModelMatrixUniformLocation;
52 GLuint m_normalToWorldMatrixUniformLocation;
54 GLuint m_lightColorsUniformLocation;
55 GLuint m_worldToLightDirectionsUniformLocation;
56 GLuint m_minUVRangeUniformLocation;
57 GLuint m_maxUVRangeUniformLocation;
58 GLuint m_diffuseTextureSamplerUniformLocation;
60 GLuint m_diffuseColorUniformLocation;
61 GLuint m_reflectionColorUniformLocation;
62 GLuint m_saturationParamUniformLocation;
64 GLuint m_cubeMapSamplerUniformLocation;
65 GLuint m_worldToEcefTangentMatrixUniformLocation;
67 GLuint m_viewOffsetUniformLocation;
69 const GLuint m_diffuseSamplerId;
70 const GLuint m_cubeMapSamplerId;