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https://github.com/bkaradzic/bgfx.git
synced 2026-02-20 05:43:12 +01:00
Refactored uniform types.
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@@ -448,34 +448,34 @@ struct Uniforms
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m_XOffset = 10.0f/512.0f;
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m_YOffset = 10.0f/512.0f;
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u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Uniform4fv);
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u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Uniform4fv);
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u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Uniform4fv);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
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u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Uniform4fv);
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u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Uniform4fv);
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u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
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u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
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u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
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u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Vec4);
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u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Vec4);
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u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
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u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Uniform3fv);
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u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Uniform3fv);
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u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Uniform3fv);
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u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Uniform3fv);
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u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Vec4);
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u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Vec4);
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u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Vec4);
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u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Vec4);
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u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Uniform4x4fv);
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u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Uniform4x4fv);
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u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Uniform4x4fv);
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u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Uniform4x4fv);
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u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
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u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
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u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
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u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
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u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Uniform4fv);
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u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Uniform4fv);
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u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Uniform4fv);
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u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Uniform4fv);
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u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Uniform4fv);
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u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Uniform4fv);
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u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Vec4);
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u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Vec4);
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u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Vec4);
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u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Vec4);
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u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Vec4);
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u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Vec4);
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u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Uniform4fv);
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u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Uniform4fv);
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u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Uniform4fv);
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u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Vec4);
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u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Vec4);
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u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Vec4);
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}
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@@ -1350,11 +1350,11 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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// Uniforms.
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s_uniforms.init();
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u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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u_shadowMap[0] = bgfx::createUniform("u_shadowMap0", bgfx::UniformType::Uniform1iv);
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u_shadowMap[1] = bgfx::createUniform("u_shadowMap1", bgfx::UniformType::Uniform1iv);
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u_shadowMap[2] = bgfx::createUniform("u_shadowMap2", bgfx::UniformType::Uniform1iv);
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u_shadowMap[3] = bgfx::createUniform("u_shadowMap3", bgfx::UniformType::Uniform1iv);
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u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Int1);
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u_shadowMap[0] = bgfx::createUniform("u_shadowMap0", bgfx::UniformType::Int1);
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u_shadowMap[1] = bgfx::createUniform("u_shadowMap1", bgfx::UniformType::Int1);
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u_shadowMap[2] = bgfx::createUniform("u_shadowMap2", bgfx::UniformType::Int1);
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u_shadowMap[3] = bgfx::createUniform("u_shadowMap3", bgfx::UniformType::Int1);
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// Programs.
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s_programs.init();
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