Commit 2534cd73 authored by Robert Menzel's avatar Robert Menzel

started renaming controler to creator

parent c70e1f03
...@@ -11,14 +11,14 @@ ...@@ -11,14 +11,14 @@
#ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY #ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/Objects/ArrayBuffer.hh> #include <ACGL/OpenGL/Objects/ArrayBuffer.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ArrayBufferControl : public Resource::BasicCreateController<ArrayBuffer> class ArrayBufferControl : public Resource::BasicCreateInterface<ArrayBuffer>
{ {
// ==================================================================================================== \/ // ==================================================================================================== \/
// ============================================================================================ STRUCTS \/ // ============================================================================================ STRUCTS \/
......
...@@ -8,7 +8,7 @@ ...@@ -8,7 +8,7 @@
#define ACGL_OPENGL_CONTROLLER_ARRAYBUFFERCONTROLFILE_HH #define ACGL_OPENGL_CONTROLLER_ARRAYBUFFERCONTROLFILE_HH
#ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY #ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/FileController.hh> #include <ACGL/Resource/SingleFileBasedCreator.hh>
#include <ACGL/OpenGL/Objects/ArrayBuffer.hh> #include <ACGL/OpenGL/Objects/ArrayBuffer.hh>
#include <ACGL/OpenGL/Controller/DataControlFile.hh> #include <ACGL/OpenGL/Controller/DataControlFile.hh>
...@@ -18,7 +18,7 @@ ...@@ -18,7 +18,7 @@
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ArrayBufferControlFile : public Resource::FileController<ArrayBuffer> class ArrayBufferControlFile : public Resource::SingleFileBasedCreator<ArrayBuffer>
{ {
// ===================================================================================================== \/ // ===================================================================================================== \/
// ============================================================================================ TYPEDEFS \/ // ============================================================================================ TYPEDEFS \/
...@@ -34,7 +34,7 @@ public: ...@@ -34,7 +34,7 @@ public:
template<typename CONTROLLER> template<typename CONTROLLER>
ArrayBufferControlFile(const CONTROLLER& _fileController) ArrayBufferControlFile(const CONTROLLER& _fileController)
: Resource::FileController<ArrayBuffer>(_fileController.getFilename(), Base::Settings::the()->getFullGeometryPath()), : Resource::SingleFileBasedCreator<ArrayBuffer>(_fileController.getFilename(), Base::Settings::the()->getFullGeometryPath()),
mDataController(new CONTROLLER(_fileController)) mDataController(new CONTROLLER(_fileController))
{} {}
virtual ~ArrayBufferControlFile(void) {} virtual ~ArrayBufferControlFile(void) {}
......
...@@ -11,7 +11,7 @@ ...@@ -11,7 +11,7 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/FileController.hh> #include <ACGL/Resource/SingleFileBasedCreator.hh>
#include <ACGL/Base/Settings.hh> #include <ACGL/Base/Settings.hh>
#include <ACGL/OpenGL/Objects/ArrayBuffer.hh> #include <ACGL/OpenGL/Objects/ArrayBuffer.hh>
#include <ACGL/OpenGL/Objects/ShaderProgram.hh> #include <ACGL/OpenGL/Objects/ShaderProgram.hh>
...@@ -20,14 +20,14 @@ ...@@ -20,14 +20,14 @@
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ArrayBufferControlFileATB : public Resource::FileController<ArrayBuffer> class ArrayBufferControlFileATB : public Resource::SingleFileBasedCreator<ArrayBuffer>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
// ========================================================================================================= \/ // ========================================================================================================= \/
public: public:
ArrayBufferControlFileATB(const std::string& _filename) ArrayBufferControlFileATB(const std::string& _filename)
: Resource::FileController<ArrayBuffer>(_filename, Base::Settings::the()->getFullGeometryPath()), : Resource::SingleFileBasedCreator<ArrayBuffer>(_filename, Base::Settings::the()->getFullGeometryPath()),
mpShaderProgram() mpShaderProgram()
{} {}
virtual ~ArrayBufferControlFileATB() {} virtual ~ArrayBufferControlFileATB() {}
......
...@@ -18,7 +18,7 @@ ...@@ -18,7 +18,7 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/FileController.hh> #include <ACGL/Resource/SingleFileBasedCreator.hh>
#include <ACGL/Base/Settings.hh> #include <ACGL/Base/Settings.hh>
#include <ACGL/OpenGL/Data/TextureData.hh> #include <ACGL/OpenGL/Data/TextureData.hh>
#include <ACGL/OpenGL/Data/GeometryData.hh> #include <ACGL/OpenGL/Data/GeometryData.hh>
...@@ -27,7 +27,7 @@ namespace ACGL{ ...@@ -27,7 +27,7 @@ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
template<class DATA_FILE_TYPE> template<class DATA_FILE_TYPE>
class DataControlFile : public Resource::FileController<DATA_FILE_TYPE> class DataControlFile : public Resource::SingleFileBasedCreator<DATA_FILE_TYPE>
{ {
private: private:
typedef ptr::shared_ptr< DATA_FILE_TYPE > SharedDATA_FILE_TYPE; typedef ptr::shared_ptr< DATA_FILE_TYPE > SharedDATA_FILE_TYPE;
...@@ -36,7 +36,7 @@ private: ...@@ -36,7 +36,7 @@ private:
// ========================================================================================================= \/ // ========================================================================================================= \/
public: public:
DataControlFile(const std::string& _filename, const std::string& _resourcePath) DataControlFile(const std::string& _filename, const std::string& _resourcePath)
: Resource::FileController<DATA_FILE_TYPE>(_filename, _resourcePath) : Resource::SingleFileBasedCreator<DATA_FILE_TYPE>(_filename, _resourcePath)
{} {}
virtual ~DataControlFile(void) {} virtual ~DataControlFile(void) {}
...@@ -52,7 +52,7 @@ private: ...@@ -52,7 +52,7 @@ private:
public: public:
virtual SharedDATA_FILE_TYPE create(void) virtual SharedDATA_FILE_TYPE create(void)
{ {
Resource::FileController<DATA_FILE_TYPE>::updateFileModificationTime(); Resource::SingleFileBasedCreator<DATA_FILE_TYPE>::updateFileModificationTime();
SharedDATA_FILE_TYPE texture(new DATA_FILE_TYPE()); SharedDATA_FILE_TYPE texture(new DATA_FILE_TYPE());
...@@ -64,13 +64,13 @@ public: ...@@ -64,13 +64,13 @@ public:
virtual bool update(SharedDATA_FILE_TYPE& _data) virtual bool update(SharedDATA_FILE_TYPE& _data)
{ {
if (Resource::FileController<DATA_FILE_TYPE>::fileIsUpToDate()) if (Resource::SingleFileBasedCreator<DATA_FILE_TYPE>::fileIsUpToDate())
return false; return false;
if(!load(_data)) if(!load(_data))
return false; return false;
Resource::FileController<DATA_FILE_TYPE>::updateFileModificationTime(); Resource::SingleFileBasedCreator<DATA_FILE_TYPE>::updateFileModificationTime();
return true; return true;
} }
......
...@@ -9,14 +9,14 @@ ...@@ -9,14 +9,14 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/Objects/ElementArrayBuffer.hh> #include <ACGL/OpenGL/Objects/ElementArrayBuffer.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
#ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY #ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ElementArrayBufferControl : public Resource::BasicCreateController<ElementArrayBuffer> class ElementArrayBufferControl : public Resource::BasicCreateInterface<ElementArrayBuffer>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
......
...@@ -10,7 +10,7 @@ ...@@ -10,7 +10,7 @@
#ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY #ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/Objects/FrameBufferObject.hh> #include <ACGL/OpenGL/Objects/FrameBufferObject.hh>
#include <ACGL/OpenGL/Data/LocationMappings.hh> #include <ACGL/OpenGL/Data/LocationMappings.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
...@@ -23,7 +23,7 @@ ...@@ -23,7 +23,7 @@
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class FrameBufferObjectControl : public Resource::BasicCreateController<FrameBufferObject> class FrameBufferObjectControl : public Resource::BasicCreateInterface<FrameBufferObject>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
......
...@@ -11,14 +11,14 @@ ...@@ -11,14 +11,14 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/Data/LocationMappings.hh> #include <ACGL/OpenGL/Data/LocationMappings.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class LocationMappingsControl : public Resource::BasicCreateController<LocationMappings> class LocationMappingsControl : public Resource::BasicCreateInterface<LocationMappings>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
......
...@@ -11,14 +11,14 @@ ...@@ -11,14 +11,14 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/Objects/RenderBuffer.hh> #include <ACGL/OpenGL/Objects/RenderBuffer.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class RenderBufferControl : public Resource::BasicCreateController<RenderBuffer> class RenderBufferControl : public Resource::BasicCreateInterface<RenderBuffer>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
......
...@@ -13,13 +13,13 @@ ...@@ -13,13 +13,13 @@
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
#if (ACGL_OPENGL_VERSION >= 30) #if (ACGL_OPENGL_VERSION >= 30)
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/HiLevelObjects/RenderObject.hh> #include <ACGL/OpenGL/HiLevelObjects/RenderObject.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class RenderObjectControl : public Resource::BasicCreateController<RenderObject> class RenderObjectControl : public Resource::BasicCreateInterface<RenderObject>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
......
/*********************************************************************** /***********************************************************************
* Copyright 2011-2012 Computer Graphics Group RWTH Aachen University. * * Copyright 2011-2013 Computer Graphics Group RWTH Aachen University. *
* All rights reserved. * * All rights reserved. *
* Distributed under the terms of the MIT License (see LICENSE.TXT). * * Distributed under the terms of the MIT License (see LICENSE.TXT). *
**********************************************************************/ **********************************************************************/
#ifndef ACGL_OPENGL_CONTROLLER_SHADERCONTROLFILE_HH #pragma once
#define ACGL_OPENGL_CONTROLLER_SHADERCONTROLFILE_HH
#include <ACGL/ACGL.hh> #include <ACGL/OpenGL/Creator/ShaderCreator.hh>
#include <ACGL/Resource/FileController.hh>
#include <ACGL/Base/Settings.hh>
#include <ACGL/OpenGL/Objects/Shader.hh>
#include <ACGL/OpenGL/GL.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ShaderControlFile : public Resource::FileController<Shader> typedef ACGL::OpenGL::ShaderCreator ShaderControlFile;
{
// ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/
// ========================================================================================================= \/
public:
ShaderControlFile(const std::string& _filename)
: Resource::FileController<Shader>(_filename, Base::Settings::the()->getFullShaderPath()),
mType(GL_INVALID_ENUM)
{}
virtual ~ShaderControlFile(void) {}
// ==================================================================================================== \/
// ============================================================================================ METHODS \/
// ==================================================================================================== \/
public:
inline ShaderControlFile& type (GLenum _type) { mType = _type; return *this; }
// ===================================================================================================== \/
// ============================================================================================ OVERRIDE \/
// ===================================================================================================== \/
public:
virtual SharedShader create(void);
virtual bool update(SharedShader& shader);
// =================================================================================================== \/
// ============================================================================================ FIELDS \/
// =================================================================================================== \/
protected:
GLenum mType;
struct ImportedShader {
std::string fileName;
Utils::FileHelpers::FileModificationTime modificatonTime;
};
std::vector< ImportedShader > mImportedShaders; // in case the shader imports additional shaders files
};
} // OpenGL
} // ACGL
#endif // ACGL_OPENGL_CONTROLLER_SHADERCONTROLFILE_HH }
}
/*********************************************************************** /***********************************************************************
* Copyright 2011-2012 Computer Graphics Group RWTH Aachen University. * * Copyright 2011-2013 Computer Graphics Group RWTH Aachen University. *
* All rights reserved. * * All rights reserved. *
* Distributed under the terms of the MIT License (see LICENSE.TXT). * * Distributed under the terms of the MIT License (see LICENSE.TXT). *
**********************************************************************/ **********************************************************************/
#ifndef ACGL_OPENGL_CONTROLLER_SHADERPROGRAMCONTROLFILES_HH #pragma once
#define ACGL_OPENGL_CONTROLLER_SHADERPROGRAMCONTROLFILES_HH
/** #include <ACGL/OpenGL/Creator/ShaderProgramCreator.hh>
* Used to create a ShaderProgram from a given set of file names:
* e.g.:
* SharedShaderProgram prog = ShaderProgramControlFiles("file.vsh").andFile("foobar.fsh").create();
*
* The shadertype will be guessed by the extensions.
*/
#include <ACGL/ACGL.hh>
#include <ACGL/Resource/MultiFileController.hh>
#include <ACGL/Resource/FileController.hh>
#include <ACGL/OpenGL/Objects/ShaderProgram.hh>
#include <ACGL/OpenGL/GL.hh>
#include <ACGL/Base/Settings.hh>
#include <vector>
#include <ACGL/OpenGL/Data/LocationMappings.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ShaderProgramControlFiles : public Resource::MultiFileController<ShaderProgram> typedef ACGL::OpenGL::ShaderProgramCreator ShaderProgramControlFiles;
{
// ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/
// ========================================================================================================= \/
public:
//! The filenames (sorted and concatenated) will also be the name of the resource (can be changed by setResourceName() below).
//! If the filename has a dot in it (or _type is set), it will be treated as a single file, otherwise all
//! files starting with that string will be used.
ShaderProgramControlFiles(const std::string& _fileName, GLenum _type = GL_INVALID_VALUE )
: Resource::MultiFileController<ShaderProgram>(),
mShaderType(),
mAttributeLocations(new LocationMappings),
mFragmentDataLocations(new LocationMappings),
mUniformBufferLocations(new LocationMappings)
{
// the base path is only needed for updating the time stamps, as the shaders itself get loaded via ShaderControlFiles
// which itself will add the base path! (read: mFileNames will _NOT_ store the base path!)
mBasePath = Base::Settings::the()->getFullShaderPath();
if ( _type != GL_INVALID_VALUE ) {
andFile( _fileName, _type );
return;
}
// only add the first name if it is a valid file name
if ( _fileName.find( "." ) != std::string::npos ) {
andFile( _fileName );
} else {
autoFiles( _fileName );
}
}
virtual ~ShaderProgramControlFiles(void) {}
// ==================================================================================================== \/
// ============================================================================================ METHODS \/
// ==================================================================================================== \/
public:
//
// Adding files:
//
//! adds a single file, the shader type will be guessed by the ending:
inline ShaderProgramControlFiles& andFile (const std::string &_fileName) { addFile( _fileName ); mShaderType.push_back( GL_INVALID_VALUE ); return *this; }
//! adds a single file, the shader type is explicitly given and must be one of:
//! GL_VERTEX_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER, GL_GEOMETRY_SHADER, GL_FRAGMENT_SHADER, GL_COMPUTE_SHADER
inline ShaderProgramControlFiles& andFile (const std::string &_fileName, GLenum _type) { addFile( _fileName ); mShaderType.push_back( _type ); return *this; }
//! adds all files begining with the given name, the shader type will be guessed by the ending:
ShaderProgramControlFiles& autoFiles (const std::string &_fileName);
//
// Adding attribute locations:
//
//! adds an attribute location to the next free location number:
inline ShaderProgramControlFiles& attributeLocation (const std::string &_attributeName) { mAttributeLocations->setLocation(_attributeName); return *this; }
//! adds an attribute location to the given location number:
inline ShaderProgramControlFiles& attributeLocation (const std::string &_attributeName, GLuint _location) { mAttributeLocations->setLocation(_attributeName,_location); return *this; }
//! adds a whole list of mappings
inline ShaderProgramControlFiles& attributeLocations (const SharedLocationMappings &_mapping) { mAttributeLocations->addLocations(_mapping); return *this; }
//! links to the external mapping object, earlyer mapping definitions get ignored, following
//! mappings will also change the external object!
inline ShaderProgramControlFiles& externAttributeLocations (SharedLocationMappings _mapping) { mAttributeLocations = _mapping; return *this; }
//
// Adding fragment output locations:
//
//! adds a fragment output location to the next free location number:
inline ShaderProgramControlFiles& fragmentDataLocation (const std::string &_fragmentDataName) { mFragmentDataLocations->setLocation(_fragmentDataName); return *this; }
//! adds a fragment output location to the given location number:
inline ShaderProgramControlFiles& fragmentDataLocation (const std::string &_fragmentDataName, GLuint _location) { mFragmentDataLocations->setLocation(_fragmentDataName,_location); return *this; }
//! adds a whole list of mappings
inline ShaderProgramControlFiles& fragmentDataLocations(const SharedLocationMappings &_mapping) { mFragmentDataLocations->addLocations(_mapping); return *this; }
//! links to the external mapping object, earlyer mapping definitions get ignored, following
//! mappings will also change the external object!
inline ShaderProgramControlFiles& externFragmentDataLocations (SharedLocationMappings _mapping) { mFragmentDataLocations = _mapping; return *this; }
//
// Adding uniform buffer locations:
//
//! adds an attribute location to the next free location number:
inline ShaderProgramControlFiles& uniformBufferLocation(const std::string &_uniformBufferName) { mUniformBufferLocations->setLocation(_uniformBufferName); return *this; }
//! adds an attribute location to the given location number:
inline ShaderProgramControlFiles& uniformBufferLocation(const std::string &_uniformBufferName, GLuint _location){ mUniformBufferLocations->setLocation(_uniformBufferName,_location);return *this; }
//! adds a whole list of mappings
inline ShaderProgramControlFiles& uniformBufferLocations(SharedLocationMappings _mapping) { mUniformBufferLocations->addLocations(_mapping);return *this; }
inline ShaderProgramControlFiles& externUniformBufferLocations(SharedLocationMappings _mapping) { mUniformBufferLocations = _mapping; return *this; }
//
// Modifying the resource name:
// A ShaderProgram consists of multiple shader files, so associating the ShaderProgram with just one of those file names
// is often not useful.
//
inline ShaderProgramControlFiles& setResourceName(const std::string &_resourceName) { mResourceName = _resourceName; return *this; }
// ===================================================================================================== \/
// ============================================================================================ OVERRIDE \/
// ===================================================================================================== \/
public:
virtual SharedShaderProgram create(void);
virtual bool update(SharedShaderProgram &_shaderProgram);
// =================================================================================================== \/
// ============================================================================================ FIELDS \/
// =================================================================================================== \/
protected:
std::vector<GLenum> mShaderType;
SharedLocationMappings mAttributeLocations;
SharedLocationMappings mFragmentDataLocations;
SharedLocationMappings mUniformBufferLocations;
private:
// set attribute, UBO & fragdata locations and links the program
bool setBindings(SharedShaderProgram &_shaderProgram);
};
} // OpenGL
} // ACGL
#endif // ACGL_OPENGL_CONTROLLER_SHADERPROGRAMCONTROLFILES_HH }
}
...@@ -9,7 +9,7 @@ ...@@ -9,7 +9,7 @@
#ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY #ifdef ACGL_INCLUDE_DEPRECATED_FUNCTIONALITY
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/FileController.hh> #include <ACGL/Resource/SingleFileBasedCreator.hh>
#include <ACGL/OpenGL/HiLevelObjects/ShaderProgramObject.hh> #include <ACGL/OpenGL/HiLevelObjects/ShaderProgramObject.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
...@@ -18,7 +18,7 @@ ...@@ -18,7 +18,7 @@
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class ShaderProgramObjectControl : public Resource::BasicCreateController<ShaderProgramObject> class ShaderProgramObjectControl : public Resource::BasicCreateInterface<ShaderProgramObject>
{ {
// ==================================================================================================== \/ // ==================================================================================================== \/
// ============================================================================================ STRUCTS \/ // ============================================================================================ STRUCTS \/
...@@ -48,7 +48,7 @@ public: ...@@ -48,7 +48,7 @@ public:
// ========================================================================================================= \/ // ========================================================================================================= \/
public: public:
ShaderProgramObjectControl(const ConstSharedShaderProgram& _shaderProgram) ShaderProgramObjectControl(const ConstSharedShaderProgram& _shaderProgram)
: Resource::BasicCreateController<ShaderProgramObject>(), : Resource::BasicCreateInterface<ShaderProgramObject>(),
mShaderProgram(_shaderProgram), mShaderProgram(_shaderProgram),
mUniformAttachmentDefines(), mUniformAttachmentDefines(),
mUniformTextureAttachmentDefines() mUniformTextureAttachmentDefines()
......
...@@ -16,21 +16,21 @@ ...@@ -16,21 +16,21 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh> #include <ACGL/Resource/BasicCreateInterface.hh>
#include <ACGL/OpenGL/Objects/Texture.hh> #include <ACGL/OpenGL/Objects/Texture.hh>
#include <ACGL/OpenGL/GL.hh> #include <ACGL/OpenGL/GL.hh>
namespace ACGL{ namespace ACGL{
namespace OpenGL{ namespace OpenGL{
class TextureControl : public Resource::BasicCreateController<Texture> class TextureControl : public Resource::BasicCreateInterface<Texture>
{ {
// ========================================================================================================= \/ // ========================================================================================================= \/
// ============================================================================================ CONSTRUCTORS \/ // ============================================================================================ CONSTRUCTORS \/
// ========================================================================================================= \/ // ========================================================================================================= \/
public: public:
TextureControl(void) TextureControl(void)
: Resource::BasicCreateController<Texture>(), : Resource::BasicCreateInterface<Texture>(),
mWidth(0), mWidth(0),
mHeight(0), mHeight(0),
mDepth(0), mDepth(0),
......
...@@ -15,7 +15,7 @@ ...@@ -15,7 +15,7 @@
#include <ACGL/ACGL.hh> #include <ACGL/ACGL.hh>
#include <ACGL/Resource/BasicCreateController.hh>