From 72b21c69e32c73abf3a18b0e962746e64faebba4 Mon Sep 17 00:00:00 2001 From: Jason Maskell Date: Thu, 12 May 2016 10:58:15 +0200 Subject: Restructuring starts. Got some initial CMake problems sorted. Need to extend. --- src/Quadtree.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'src/Quadtree.cpp') diff --git a/src/Quadtree.cpp b/src/Quadtree.cpp index 3151845..2ee2d76 100644 --- a/src/Quadtree.cpp +++ b/src/Quadtree.cpp @@ -51,7 +51,7 @@ namespace { #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wunused-variable" #endif - #include "Quadtree_map.h" +// #include "Quadtree_map.h" #ifdef __GNUC__ #pragma GCC diagnostic pop #endif @@ -111,38 +111,38 @@ enum ShaderInputsGL2 // NB: These should be kept synchronised with the shader source #if WAVEWORKS_ENABLE_D3D9 const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D9Descs[NumShaderInputsD3D9] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, nvsf_g_matLocalWorld, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, nvsf_g_vsEyePos, 3 }, - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, nvsf_g_MorphParam, 4 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, "nvsf_g_matLocalWorld", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, "nvsf_g_vsEyePos", 3 }, + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_FloatConstant, "nvsf_g_MorphParam", 4 } }; #endif #if WAVEWORKS_ENABLE_D3D10 const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D10Descs[NumShaderInputsD3D10] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, nvsf_geom_buffer, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 } }; #endif #if WAVEWORKS_ENABLE_D3D11 const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D11Descs[NumShaderInputsD3D11] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, nvsf_geom_buffer, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, nvsf_eyepos_buffer, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 } }; #endif #if WAVEWORKS_ENABLE_GNM const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGnmDescs[NumShaderInputsGnm] = { - { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, nvsf_geom_buffer, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, nvsf_eyepos_buffer, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 } }; #endif #if WAVEWORKS_ENABLE_GL const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGL2Descs[NumShaderInputsGL2] = { - { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, nvsf_g_matLocalWorld, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, nvsf_g_vsEyePos, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, nvsf_g_MorphParam, 0 }, - { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, nvsf_vPos, 0 } + { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_matLocalWorld", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_vsEyePos", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_MorphParam", 0 }, + { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, "nvsf_vPos", 0 } }; #endif struct vs_cbuffer -- cgit v1.2.3