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primitive rendering now implemented for stretched H2xE; removed the old implementation of SL(2,R)

This commit is contained in:
Zeno Rogue
2020-07-22 00:19:13 +02:00
parent 9ba448af94
commit 7e85f07458
7 changed files with 381 additions and 269 deletions

View File

@@ -274,7 +274,7 @@ struct GLprogram {
GLuint vertShader, fragShader;
GLint uFog, uFogColor, uColor, tTexture, tInvExpTable, uMV, uProjection, uAlpha, uFogBase, uPP;
GLint uPRECX, uPRECY, uPRECZ, uIndexSL, uIterations, uLevelLines;
GLint uPRECX, uPRECY, uPRECZ, uIndexSL, uIterations, uLevelLines, uSV;
flagtype shader_flags;
@@ -397,6 +397,7 @@ GLprogram::GLprogram(string vsh, string fsh) {
uPRECY = glGetUniformLocation(_program, "PRECY");
uPRECZ = glGetUniformLocation(_program, "PRECZ");
uIndexSL = glGetUniformLocation(_program, "uIndexSL");
uSV = glGetUniformLocation(_program, "uSV");
uIterations = glGetUniformLocation(_program, "uIterations");
uLevelLines = glGetUniformLocation(_program, "uLevelLines");
}
@@ -411,6 +412,10 @@ EX void set_index_sl(ld x) {
glUniform1f(glhr::current_glprogram->uIndexSL, x);
}
EX void set_sv(ld x) {
glUniform1f(glhr::current_glprogram->uSV, x);
}
EX void set_sl_iterations(int steps) {
glUniform1i(glhr::current_glprogram->uIterations, steps);
}