Shader: Group all shaders in one collective struct

Makes sharedstate.{cpp|h} a lot easier to read, and
adding new shaders a one liner.
This commit is contained in:
Jonas Kulla 2013-12-11 05:22:13 +01:00
parent 8c6648f47e
commit 0035c23641
9 changed files with 48 additions and 83 deletions

View file

@ -422,7 +422,7 @@ struct WindowPrivate
glState.viewport.pushSet(IntRect(0, 0, baseTex.width, baseTex.height));
glState.clearColor.pushSet(Vec4());
SimpleAlphaShader &shader = shState->simpleAlphaShader();
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(Vec2i());
@ -560,7 +560,7 @@ struct WindowPrivate
Vec2i trans(position.x + sceneOffset.x,
position.y + sceneOffset.y);
SimpleAlphaShader &shader = shState->simpleAlphaShader();
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(trans);
@ -609,7 +609,7 @@ struct WindowPrivate
glState.scissorBox.push();
glState.scissorBox.setIntersect(windowRect);
SimpleAlphaShader &shader = shState->simpleAlphaShader();
SimpleAlphaShader &shader = shState->shaders().simpleAlpha;
shader.bind();
shader.applyViewportProj();
shader.setTranslation(Vec2i(effectX, effectY));