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path: root/source/modules/asura-core/graphics/shader.cpp
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Diffstat (limited to 'source/modules/asura-core/graphics/shader.cpp')
-rw-r--r--source/modules/asura-core/graphics/shader.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/source/modules/asura-core/graphics/shader.cpp b/source/modules/asura-core/graphics/shader.cpp
index eff62f0..74bf7a8 100644
--- a/source/modules/asura-core/graphics/shader.cpp
+++ b/source/modules/asura-core/graphics/shader.cpp
@@ -24,12 +24,12 @@ Shader::~Shader()
void Shader::SetActive(Shader* shader)
{
- gfx.SetActiveShader(shader);
+ g_Device.SetActiveShader(shader);
}
Shader* Shader::GetActive()
{
- return gfx.GetActiveShader();
+ return g_Device.GetActiveShader();
}
bool Shader::Load(const string& vert, const string& frag)
@@ -157,56 +157,56 @@ GLuint Shader::GetGLProgram()
void Shader::SetUniformFloat(uint loc, float value)
{
- if(gfx.GetActiveShader() == this)
+ if(g_Device.GetActiveShader() == this)
glUniform1f(loc, value);
}
bool Shader::SetUniformTexture(uint loc, const Texture& texture)
{
- if (gfx.GetActiveShader() != this)
+ if (g_Device.GetActiveShader() != this)
return false;
- gfx.WipeError();
+ g_Device.WipeError();
glActiveTexture(GL_TEXTURE0 + texUnit);
- if (gfx.HasError())
+ if (g_Device.HasError())
return false;
GLint tex = texture.GetGLTexture();
glBindTexture(GL_TEXTURE_2D, tex);
- if (gfx.HasError())
+ if (g_Device.HasError())
return false;
glUniform1i(loc, texUnit);
- if (gfx.HasError())
+ if (g_Device.HasError())
return false;
++texUnit;
}
void Shader::SetUniformVector2(uint loc, const Math::Vector2f& vec2)
{
- if (gfx.GetActiveShader() == this)
+ if (g_Device.GetActiveShader() == this)
glUniform2f(loc, vec2.x, vec2.y);
}
void Shader::SetUniformVector3(uint loc, const Math::Vector3f& vec3)
{
- if (gfx.GetActiveShader() == this)
+ if (g_Device.GetActiveShader() == this)
glUniform3f(loc, vec3.x, vec3.y, vec3.z);
}
void Shader::SetUniformVector4(uint loc, const Math::Vector4f& vec4)
{
- if (gfx.GetActiveShader() == this)
+ if (g_Device.GetActiveShader() == this)
glUniform4f(loc, vec4.x, vec4.y, vec4.z, vec4.w);
}
void Shader::SetUniformMatrix44(uint loc, const Math::Matrix44& mat)
{
- if (gfx.GetActiveShader() == this)
+ if (g_Device.GetActiveShader() == this)
glUniformMatrix4fv(loc, 1, GL_FALSE, mat.GetElements());
}
void Shader::SetUniformColor(uint loc, const Color& color)
{
- if (gfx.GetActiveShader() == this)
+ if (g_Device.GetActiveShader() == this)
glUniform4f(loc, color.r, color.g, color.b, color.a);
}