Material update, before changing prefabs
This commit is contained in:
65
src/dawn/display/shader/Shader.hpp
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65
src/dawn/display/shader/Shader.hpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/shader/ShaderProgram.hpp"
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#include "scene/components/display/MeshRenderer.hpp"
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namespace Dawn {
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class Material;
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struct ShaderPass {
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ShaderProgram *shaderProgram;
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int32_t orderShader;
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bool_t needsW;
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// Parameters
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std::map<shaderparameter_t, struct Color> colorValues;
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std::map<shaderparameter_t, bool_t> boolValues;
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std::map<shaderparameter_t, glm::mat4> matrixValues;
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std::map<shaderparameter_t, glm::vec3> vec3Values;
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std::map<shaderparameter_t, textureslot_t> textureValues;
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std::map<shaderparameter_t, float_t> floatValues;
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// Textures
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std::map<textureslot_t, Texture*> textureSlots;
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};
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class Shader {
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public:
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int_fast16_t renderId;
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/**
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* Compile all programs for this shader. This amy not remain forever as I
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* may decide to allow shaders to share programs somehow. For now though
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* this is clean enough.
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*/
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virtual void compile() = 0;
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/**
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* Returns the list of passes to render for the given scene item.
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*
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* @param mesh Mesh Renderer for the scene item.
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* @param material Material for the scene item.
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* @return List of passes to render.
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*/
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virtual std::vector<struct ShaderPass> getItemPasses(
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MeshRenderer *mesh,
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Material *material
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) = 0;
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/**
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* Called once per frame, set the global shader parameters that is used by
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* every item in the scene.
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*
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* @param cameraProjection Projection matrix of the camera.
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* @param cameraView View matrix of the camera.
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*/
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virtual void setGlobalParameters(
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glm::mat4 cameraProjection,
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glm::mat4 cameraView
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) = 0;
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};
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}
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@ -1,115 +0,0 @@
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/Texture.hpp"
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namespace Dawn {
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class Material;
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enum ShaderParameterType {
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SHADER_PARAMETER_TYPE_MATRIX,
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SHADER_PARAMETER_TYPE_BOOLEAN,
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SHADER_PARAMETER_TYPE_COLOR,
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SHADER_PARAMETER_TYPE_VECTOR3,
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SHADER_PARAMETER_TYPE_TEXTURE,
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SHADER_PARAMETER_TYPE_FLOAT
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};
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template<typename T>
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class IShader {
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public:
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/**
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* Attaches the supplied shader as the current shader.
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*/
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virtual void bind() = 0;
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/**
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* Requested by the Material to set the default parameters of the shader.
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* Each parameter really should have a default value set so that there is
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* no nullptr's or other issues.
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*
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* @param material Material to set the default parameters on to.
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*/
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virtual void setDefaultParameters(Material *material) = 0;
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/**
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* Requested by the render pipeline (typically) to set global level (once
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* per frame) parameters.
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*
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* @param projection Projection matrix of the current viewport.
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* @param view View matrix of the current viewport.
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*/
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virtual void setGlobalParameters(
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glm::mat4 projection,
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glm::mat4 view
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) = 0;
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/**
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* Requested by the render pipeline (typically) to set mesh-level params.
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* This may be performed multiple times per frame.
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*
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* @param position Matrix of the position of the mesh.
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*/
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virtual void setMeshParameters(glm::mat4 position) = 0;
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/**
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* Retreives the list of all parameters that the shader supports. This
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* should not include the GLOBAL shader parameters (listed above) since
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* those will be modified by the engine directly.
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*
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* @return Key-Value-Pair of Shader parameters and their type.
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*/
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virtual std::map<T, enum ShaderParameterType> getParameters() = 0;
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/**
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* Set's a specific shader parameter to a matrix.
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*
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* @param parameter parameter on the shader to set.
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* @param matrix Matrix to apply.
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*/
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virtual void setMatrix(T parameter, glm::mat4 matrix) = 0;
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/**
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* Attaches a boolean to a shader.
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*
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* @param parameter parameter to set.
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* @param value Value to set.
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*/
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virtual void setBoolean(T parameter, bool_t value) = 0;
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/**
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* Set a color on to the shader.
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*
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* @param parameter parameter to set the color to.
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* @param color Color to set.
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*/
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virtual void setColor(T parameter, struct Color color) = 0;
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/**
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* Set a 3D vector on to the shader.
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*
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* @param parameter parameter to set the vector to.
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* @param vector Vector to set.
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*/
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virtual void setVector3(T parameter, glm::vec3 vector) = 0;
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/**
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* Attaches a texture to the currently bound shader.
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*
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* @param parameter parameter to set the texture on to.
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* @param texture Texture to bind to the parameter.
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*/
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virtual void setTexture(T parameter, Texture *texture) = 0;
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/**
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* Sets a floating point value to the shader.
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*
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* @param parameter Paramater to set the float ont o.
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* @param Float to bind.
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*/
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virtual void setFloat(T parameter, float_t value) = 0;
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};
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}
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76
src/dawn/display/shader/_ShaderProgram.hpp
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76
src/dawn/display/shader/_ShaderProgram.hpp
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// Copyright (c) 2022 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "display/Texture.hpp"
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namespace Dawn {
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// class Material;
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// enum ShaderParameterType {
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// SHADER_PARAMETER_TYPE_MATRIX,
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// SHADER_PARAMETER_TYPE_BOOLEAN,
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// SHADER_PARAMETER_TYPE_COLOR,
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// SHADER_PARAMETER_TYPE_VECTOR3,
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// SHADER_PARAMETER_TYPE_TEXTURE,
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// SHADER_PARAMETER_TYPE_FLOAT
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// };
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template<typename T>
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class IShaderProgram {
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public:
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/**
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* Attaches the supplied shader as the current shader.
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*/
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virtual void bind() = 0;
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/**
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* Set's a specific shader parameter to a matrix.
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*
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* @param parameter parameter on the shader to set.
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* @param matrix Matrix to apply.
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*/
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virtual void setMatrix(T parameter, glm::mat4 matrix) = 0;
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/**
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* Attaches a boolean to a shader.
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*
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* @param parameter parameter to set.
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* @param value Value to set.
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*/
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virtual void setBoolean(T parameter, bool_t value) = 0;
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/**
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* Set a color on to the shader.
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*
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* @param parameter parameter to set the color to.
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* @param color Color to set.
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*/
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virtual void setColor(T parameter, struct Color color) = 0;
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/**
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* Set a 3D vector on to the shader.
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*
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* @param parameter parameter to set the vector to.
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* @param vector Vector to set.
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*/
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virtual void setVector3(T parameter, glm::vec3 vector) = 0;
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/**
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* Attaches a texture to the currently bound shader.
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*
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* @param parameter parameter to set the texture on to.
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* @param texture Texture slot to bind to the parameter.
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*/
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virtual void setTexture(T parameter, textureslot_t texture) = 0;
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/**
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* Sets a floating point value to the shader.
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*
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* @param parameter Paramater to set the float ont o.
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* @param Float to bind.
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*/
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virtual void setFloat(T parameter, float_t value) = 0;
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};
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}
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