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luanti/src/client/shadows/shadowsshadercallbacks.h
HybridDog 345e93d19c Code style: Use non-static member initialisation instead of member initialiser lists for shader uniform names
Before this change,
the member type and member name are at one place,
and the member name and uniform name are at another place.
If the uniform name is written directly at the member declaration,
the member type, member name and uniform name are all at one place,
which leads to shorter code and may be easier to read.
2024-01-11 20:04:42 +01:00

49 lines
1.8 KiB
C++

/*
Minetest
Copyright (C) 2021 Liso <anlismon@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "irrlichttypes_extrabloated.h"
#include <IMaterialRendererServices.h>
#include <IShaderConstantSetCallBack.h>
#include "client/shader.h"
class ShadowDepthShaderCB : public video::IShaderConstantSetCallBack
{
public:
void OnSetMaterial(const video::SMaterial &material) override {}
void OnSetConstants(video::IMaterialRendererServices *services,
s32 userData) override;
f32 MaxFar{2048.0f}, MapRes{1024.0f};
f32 PerspectiveBiasXY {0.9f}, PerspectiveBiasZ {0.5f};
v3f CameraPos;
private:
CachedVertexShaderSetting<f32, 16> m_light_mvp_setting{"LightMVP"};
CachedVertexShaderSetting<f32> m_map_resolution_setting{"MapResolution"};
CachedVertexShaderSetting<f32> m_max_far_setting{"MaxFar"};
CachedPixelShaderSetting<s32>
m_color_map_sampler_setting{"ColorMapSampler"};
CachedVertexShaderSetting<f32> m_perspective_bias0{"xyPerspectiveBias0"};
CachedVertexShaderSetting<f32> m_perspective_bias1{"xyPerspectiveBias1"};
CachedVertexShaderSetting<f32> m_perspective_zbias{"zPerspectiveBias"};
CachedVertexShaderSetting<f32, 4> m_cam_pos_setting{"CameraPos"};
};