Rename of a d3d specific class

This commit is contained in:
kaetemi 2013-09-10 19:53:41 +02:00
parent a798aecd71
commit f0177268b4
2 changed files with 37 additions and 37 deletions

View file

@ -215,11 +215,11 @@ public:
* ********************************** * **********************************
*/ */
// -------------------------------------------------- // --------------------------------------------------
class CShader class CD3DShaderFX
{ {
public: public:
CShader(); CD3DShaderFX();
~CShader(); ~CD3DShaderFX();
// Load a shader file // Load a shader file
bool loadShaderFile (const char *filename); bool loadShaderFile (const char *filename);
@ -1236,7 +1236,7 @@ public:
* ColorOp[n] = DISABLE; * ColorOp[n] = DISABLE;
* AlphaOp[n] = DISABLE; * AlphaOp[n] = DISABLE;
*/ */
bool activeShader(CShader *shd); bool activeShader(CD3DShaderFX *shd);
// Bench // Bench
virtual void startBench (bool wantStandardDeviation = false, bool quick = false, bool reset = true); virtual void startBench (bool wantStandardDeviation = false, bool quick = false, bool reset = true);
@ -2165,7 +2165,7 @@ public:
void releaseInternalShaders(); void releaseInternalShaders();
bool setShaderTexture (uint textureHandle, ITexture *texture, CFXCache *cache); bool setShaderTexture (uint textureHandle, ITexture *texture, CFXCache *cache);
bool validateShader(CShader *shader); bool validateShader(CD3DShaderFX *shader);
void activePass (uint pass) void activePass (uint pass)
{ {
@ -2573,7 +2573,7 @@ private:
CIndexBuffer _QuadIndexesAGP; CIndexBuffer _QuadIndexesAGP;
// The last setuped shader // The last setuped shader
CShader *_CurrentShader; CD3DShaderFX *_CurrentShader;
UINT _CurrentShaderPassCount; UINT _CurrentShaderPassCount;
public: public:
struct CTextureRef struct CTextureRef
@ -2598,29 +2598,29 @@ private:
CRenderVariable *_ModifiedRenderState; CRenderVariable *_ModifiedRenderState;
// Internal shaders // Internal shaders
CShader _ShaderLightmap0; CD3DShaderFX _ShaderLightmap0;
CShader _ShaderLightmap1; CD3DShaderFX _ShaderLightmap1;
CShader _ShaderLightmap2; CD3DShaderFX _ShaderLightmap2;
CShader _ShaderLightmap3; CD3DShaderFX _ShaderLightmap3;
CShader _ShaderLightmap4; CD3DShaderFX _ShaderLightmap4;
CShader _ShaderLightmap0Blend; CD3DShaderFX _ShaderLightmap0Blend;
CShader _ShaderLightmap1Blend; CD3DShaderFX _ShaderLightmap1Blend;
CShader _ShaderLightmap2Blend; CD3DShaderFX _ShaderLightmap2Blend;
CShader _ShaderLightmap3Blend; CD3DShaderFX _ShaderLightmap3Blend;
CShader _ShaderLightmap4Blend; CD3DShaderFX _ShaderLightmap4Blend;
CShader _ShaderLightmap0X2; CD3DShaderFX _ShaderLightmap0X2;
CShader _ShaderLightmap1X2; CD3DShaderFX _ShaderLightmap1X2;
CShader _ShaderLightmap2X2; CD3DShaderFX _ShaderLightmap2X2;
CShader _ShaderLightmap3X2; CD3DShaderFX _ShaderLightmap3X2;
CShader _ShaderLightmap4X2; CD3DShaderFX _ShaderLightmap4X2;
CShader _ShaderLightmap0BlendX2; CD3DShaderFX _ShaderLightmap0BlendX2;
CShader _ShaderLightmap1BlendX2; CD3DShaderFX _ShaderLightmap1BlendX2;
CShader _ShaderLightmap2BlendX2; CD3DShaderFX _ShaderLightmap2BlendX2;
CShader _ShaderLightmap3BlendX2; CD3DShaderFX _ShaderLightmap3BlendX2;
CShader _ShaderLightmap4BlendX2; CD3DShaderFX _ShaderLightmap4BlendX2;
CShader _ShaderCloud; CD3DShaderFX _ShaderCloud;
CShader _ShaderWaterNoDiffuse; CD3DShaderFX _ShaderWaterNoDiffuse;
CShader _ShaderWaterDiffuse; CD3DShaderFX _ShaderWaterDiffuse;
// Backup frame buffer // Backup frame buffer

View file

@ -29,7 +29,7 @@ namespace NL3D
// *************************************************************************** // ***************************************************************************
CShader::~CShader() CD3DShaderFX::~CD3DShaderFX()
{ {
// Must kill the drv mirror of this shader. // Must kill the drv mirror of this shader.
_DrvInfo.kill(); _DrvInfo.kill();
@ -37,14 +37,14 @@ CShader::~CShader()
// *************************************************************************** // ***************************************************************************
CShader::CShader() CD3DShaderFX::CD3DShaderFX()
{ {
_ShaderChanged = true; _ShaderChanged = true;
} }
// *************************************************************************** // ***************************************************************************
void CShader::setText (const char *text) void CD3DShaderFX::setText (const char *text)
{ {
_Text = text; _Text = text;
_ShaderChanged = true; _ShaderChanged = true;
@ -52,7 +52,7 @@ void CShader::setText (const char *text)
// *************************************************************************** // ***************************************************************************
void CShader::setName (const char *name) void CD3DShaderFX::setName (const char *name)
{ {
_Name = name; _Name = name;
_ShaderChanged = true; _ShaderChanged = true;
@ -60,7 +60,7 @@ void CShader::setName (const char *name)
// *************************************************************************** // ***************************************************************************
bool CShader::loadShaderFile (const char *filename) bool CD3DShaderFX::loadShaderFile (const char *filename)
{ {
_Text = ""; _Text = "";
// Lookup // Lookup
@ -354,7 +354,7 @@ CShaderDrvInfosD3D::~CShaderDrvInfosD3D()
// *************************************************************************** // ***************************************************************************
bool CDriverD3D::validateShader(CShader *shader) bool CDriverD3D::validateShader(CD3DShaderFX *shader)
{ {
H_AUTO_D3D(CDriverD3D_validateShader) H_AUTO_D3D(CDriverD3D_validateShader)
CShaderDrvInfosD3D *shaderInfo = static_cast<CShaderDrvInfosD3D*>((IShaderDrvInfos*)shader->_DrvInfo); CShaderDrvInfosD3D *shaderInfo = static_cast<CShaderDrvInfosD3D*>((IShaderDrvInfos*)shader->_DrvInfo);
@ -416,7 +416,7 @@ bool CDriverD3D::validateShader(CShader *shader)
// *************************************************************************** // ***************************************************************************
bool CDriverD3D::activeShader(CShader *shd) bool CDriverD3D::activeShader(CD3DShaderFX *shd)
{ {
H_AUTO_D3D(CDriverD3D_activeShader) H_AUTO_D3D(CDriverD3D_activeShader)
if (_DisableHardwarePixelShader) if (_DisableHardwarePixelShader)
@ -482,7 +482,7 @@ bool CDriverD3D::activeShader(CShader *shd)
} }
static void setFX(CShader &s, const char *name, const char *prog, CDriverD3D *drv) static void setFX(CD3DShaderFX &s, const char *name, const char *prog, CDriverD3D *drv)
{ {
H_AUTO_D3D(setFX) H_AUTO_D3D(setFX)