std::map<Node *, std::string> effect_ids;
// Uniforms for this phase; combined from all the effects.
- std::vector<Uniform<int> > uniforms_image2d;
- std::vector<Uniform<int> > uniforms_sampler2d;
- std::vector<Uniform<bool> > uniforms_bool;
- std::vector<Uniform<int> > uniforms_int;
- std::vector<Uniform<float> > uniforms_float;
- std::vector<Uniform<float> > uniforms_vec2;
- std::vector<Uniform<float> > uniforms_vec3;
- std::vector<Uniform<float> > uniforms_vec4;
- std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ std::vector<Uniform<int>> uniforms_image2d;
+ std::vector<Uniform<int>> uniforms_sampler2d;
+ std::vector<Uniform<bool>> uniforms_bool;
+ std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<float>> uniforms_float;
+ std::vector<Uniform<float>> uniforms_vec2;
+ std::vector<Uniform<float>> uniforms_vec3;
+ std::vector<Uniform<float>> uniforms_vec4;
+ std::vector<Uniform<Eigen::Matrix3d>> uniforms_mat3;
// For measurement of GPU time used.
std::list<GLuint> timer_query_objects_running;
public:
// Aspect: e.g. 16.0f, 9.0f for 16:9.
// resource_pool is a pointer to a ResourcePool with which to share shaders
- // and other resources (see resource_pool.h). If NULL (the default),
+ // and other resources (see resource_pool.h). If nullptr (the default),
// will create its own that is not shared with anything else. Does not take
// ownership of the passed-in ResourcePool, but will naturally take ownership
// of its own internal one if created.
- EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
+ EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = nullptr);
~EffectChain();
// User API:
Effect *last_added_effect() {
if (nodes.empty()) {
- return NULL;
+ return nullptr;
} else {
return nodes.back()->effect;
}