Material: Make scene optional, fix typo, other minor changes.
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fb50b3a018
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0b5cd6f8d2
1 changed files with 12 additions and 12 deletions
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@ -40,7 +40,7 @@ when defined(nimdoc):
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# Forward declarations
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# Forward declarations
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func add_line_numbers(s: string, first: int=1):string
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func add_line_numbers(s: string, first: int=1):string
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proc newMaterial*(engine: MyouEngine, name: string, scene: Scene,
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proc newMaterial*(engine: MyouEngine, name: string, scene: Scene = nil,
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vertex = "",
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vertex = "",
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fragment = "",
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fragment = "",
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textures = initOrderedTable[string, Texture](),
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textures = initOrderedTable[string, Texture](),
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@ -122,7 +122,7 @@ func add_line_numbers(s: string, first: int=1):string =
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lines[i] = $(i+first) & " " & line
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lines[i] = $(i+first) & " " & line
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return lines.join("\n")
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return lines.join("\n")
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proc newMaterial*(engine: MyouEngine, name: string, scene: Scene,
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proc newMaterial*(engine: MyouEngine, name: string, scene: Scene = nil,
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vertex = "",
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vertex = "",
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fragment = "",
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fragment = "",
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textures = initOrderedTable[string, Texture](),
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textures = initOrderedTable[string, Texture](),
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@ -166,7 +166,7 @@ proc newSolidMaterial*(engine: MyouEngine, name: string, color: Vec4): Material
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}}""",
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}}""",
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)
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)
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proc newVertexColordMaterial*(engine: MyouEngine, name: string): Material =
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proc newVertexColorMaterial*(engine: MyouEngine, name = "vertex color"): Material =
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newMaterial(engine, name, nil,
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newMaterial(engine, name, nil,
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fragment = dedent """
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fragment = dedent """
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in vec4 vcol;
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in vec4 vcol;
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@ -502,6 +502,8 @@ proc initShader*(self: Shader, engine: MyouEngine, material: Material,
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# TODO: use KHR_parallel_shader_compile
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# TODO: use KHR_parallel_shader_compile
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# TODO: identify unused uniforms (at least unused textures)
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var ubo_names = newSeqOfCap[string](material.ubos.len)
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var ubo_names = newSeqOfCap[string](material.ubos.len)
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self.ubos.setLen 0
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self.ubos.setLen 0
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for ubo in material.ubos & modifier_ubos:
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for ubo in material.ubos & modifier_ubos:
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@ -551,5 +553,3 @@ proc use*(self: Shader): GLuint {.inline,discardable.} =
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proc destroy*(self: Shader) =
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proc destroy*(self: Shader) =
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self.program = 0.GPUProgram
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self.program = 0.GPUProgram
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