From 64d9d7b3eb7cece81da8b2cb56eb0f50d87a5964 Mon Sep 17 00:00:00 2001 From: chai Date: Fri, 1 Mar 2019 08:50:34 +0800 Subject: *misc --- Source/Asura.Engine/Graphics/Shader.h | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) (limited to 'Source/Asura.Engine/Graphics/Shader.h') diff --git a/Source/Asura.Engine/Graphics/Shader.h b/Source/Asura.Engine/Graphics/Shader.h index 2cc482b..831f5c3 100644 --- a/Source/Asura.Engine/Graphics/Shader.h +++ b/Source/Asura.Engine/Graphics/Shader.h @@ -5,8 +5,8 @@ #include #include "Scripting/Luax.hpp" -#include "Math/Vector2.h" -#include "Math/Vector3.h" +#include "Math/Vector2.hpp" +#include "Math/Vector3.hpp" #include "Math/Vector4.h" #include "Math/Matrix44.h" #include "StringMap.hpp" @@ -15,7 +15,6 @@ #include "Manager.hpp" #include "Texture.h" #include "GL.h" -#include "SimClass.h" namespace AsuraEngine { @@ -26,7 +25,7 @@ namespace AsuraEngine /// 一个shader是一个在材质间共享的程序。Shader本身不保存uniforms和顶点数据,只提供设置uniforms和use着色器的方法。编辑 /// 器针对每个shader,会通过shader代码找到声明的uniforms变量,并暴露给framework的material设置。 /// - class Shader final : virtual public Object, public SimClass + class Shader final : virtual public Object { public: @@ -54,9 +53,9 @@ namespace AsuraEngine /// void SetUniformFloat(uint loc, float value); void SetUniformTexture(uint loc, const Texture& texture); - void SetUniformVector2(uint loc, const Math::Vector2& vec2); - void SetUniformVector3(uint loc, const Math::Vector3& vec3); - void SetUniformVector4(uint loc, const Math::Vector4& vec4); + void SetUniformVector2(uint loc, const Math::Vector2f& vec2); + void SetUniformVector3(uint loc, const Math::Vector3f& vec3); + void SetUniformVector4(uint loc, const Math::Vector4f& vec4); void SetUniformColor(uint loc, const Color& color); void SetUniformMatrix44(uint loc, const Math::Matrix44& mat44); -- cgit v1.1-26-g67d0