Remove old interface

This commit is contained in:
kaetemi 2013-09-14 16:45:00 +02:00
parent 102f0080af
commit 7967709e0e

View file

@ -1197,28 +1197,8 @@ public:
virtual void setUniform4iv(TProgram program, uint index, size_t num, const sint32 *src) = 0;
virtual void setUniform4uiv(TProgram program, uint index, size_t num, const uint32 *src) = 0;
// Set builtin parameters
virtual void setUniformMatrix(TProgram program, uint index, TMatrix matrix, TTransform transform) = 0;
virtual void setUniformFog(TProgram program, uint index) = 0;
// Set feature parameters
virtual bool isUniformProgramState() = 0;
// @}
/// \name Legacy vertex program parameter setters
// @{
/**
* Setup constant values.
*/
inline void setConstant(uint index, float f0, float f1, float f2, float f3) { setUniform4f(VertexProgram, index, f0, f1, f2, f3); }
inline void setConstant(uint index, double d0, double d1, double d2, double d3) { setUniform4f(VertexProgram, index, (float)d0, (float)d1, (float)d2, (float)d3); }
inline void setConstant(uint index, const NLMISC::CVector &value) { setUniform4f(VertexProgram, index, value, 0.f); }
inline void setConstant(uint index, const NLMISC::CVectorD &value) { setUniform4f(VertexProgram, index, (float)value.x, (float)value.y, (float)value.z, 0.f); }
/// setup several 4 float csts taken from the given tab
inline void setConstant(uint index, uint num, const float *src) { setUniform4fv(VertexProgram, index, num, src); }
/**
* Setup constants with a current matrix.
* Setup uniforms with a current matrix.
*
* This call must be done after setFrustum(), setupViewMatrix() or setupModelMatrix() to get correct
* results.
@ -1228,10 +1208,9 @@ public:
* \param transform is the transformation to apply to the matrix before store it in the constants.
*
*/
inline void setConstantMatrix(uint index, TMatrix matrix, TTransform transform) { setUniformMatrix(VertexProgram, index, matrix, transform); };
virtual void setUniformMatrix(TProgram program, uint index, TMatrix matrix, TTransform transform) = 0;
/**
* Setup the constant with the fog vector. This vector must be used to get the final fog value in a vertex shader.
* Setup the uniform with the fog vector. This vector must be used to get the final fog value in a vertex shader.
* You must use it like this:
* DP4 o[FOGC].x, c[4], R4;
* With c[4] the constant used for the fog vector and R4 the vertex local position.
@ -1242,7 +1221,9 @@ public:
* \param index is the index where to store the vector.
*
*/
inline void setConstantFog(uint index) { setUniformFog(VertexProgram, index); };
virtual void setUniformFog(TProgram program, uint index) = 0;
// Set feature parameters
virtual bool isUniformProgramState() = 0;
// @}