3dphotoshoot
diff src/shader.cc @ 22:d7fe157c402d
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author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 13 Jun 2015 05:32:07 +0300 |
parents | 4ca4e3c5a754 |
children |
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1.1 --- a/src/shader.cc Thu Jun 11 04:56:33 2015 +0300 1.2 +++ b/src/shader.cc Sat Jun 13 05:32:07 2015 +0300 1.3 @@ -187,6 +187,122 @@ 1.4 return true; 1.5 } 1.6 1.7 +void SdrProg::set_uniform(const char *name, int count, const int *val) const 1.8 +{ 1.9 + if(!bind()) return; 1.10 + 1.11 + int loc = glGetUniformLocation(prog, name); 1.12 + if(loc == -1) return; 1.13 + 1.14 + switch(count) { 1.15 + case 1: 1.16 + glUniform1iv(loc, 1, val); 1.17 + break; 1.18 + case 2: 1.19 + glUniform2iv(loc, 1, val); 1.20 + break; 1.21 + case 3: 1.22 + glUniform3iv(loc, 1, val); 1.23 + case 4: 1.24 + glUniform4iv(loc, 1, val); 1.25 + default: 1.26 + break; 1.27 + } 1.28 +} 1.29 + 1.30 +void SdrProg::set_uniform(const char *name, int count, const float *val) const 1.31 +{ 1.32 + if(!bind()) return; 1.33 + 1.34 + int loc = glGetUniformLocation(prog, name); 1.35 + if(loc == -1) return; 1.36 + 1.37 + switch(count) { 1.38 + case 1: 1.39 + glUniform1fv(loc, 1, val); 1.40 + break; 1.41 + case 2: 1.42 + glUniform2fv(loc, 1, val); 1.43 + break; 1.44 + case 3: 1.45 + glUniform3fv(loc, 1, val); 1.46 + case 4: 1.47 + glUniform4fv(loc, 1, val); 1.48 + default: 1.49 + break; 1.50 + } 1.51 +} 1.52 + 1.53 +void SdrProg::set_uniform(const char *name, const Vector4 &v) const 1.54 +{ 1.55 + set_uniform(name, 4, &v.x); 1.56 +} 1.57 + 1.58 + 1.59 +void SdrProg::set_uniform1i(const char *name, int x) const 1.60 +{ 1.61 + set_uniform(name, 1, &x); 1.62 +} 1.63 + 1.64 +void SdrProg::set_uniform2i(const char *name, int x, int y) const 1.65 +{ 1.66 + int v[] = {x, y}; 1.67 + set_uniform(name, 2, v); 1.68 +} 1.69 + 1.70 +void SdrProg::set_uniform3i(const char *name, int x, int y, int z) const 1.71 +{ 1.72 + int v[] = {x, y, z}; 1.73 + set_uniform(name, 3, v); 1.74 +} 1.75 + 1.76 +void SdrProg::set_uniform4i(const char *name, int x, int y, int z, int w) const 1.77 +{ 1.78 + int v[] = {x, y, z, w}; 1.79 + set_uniform(name, 4, v); 1.80 +} 1.81 + 1.82 +void SdrProg::set_uniform1f(const char *name, float x) const 1.83 +{ 1.84 + set_uniform(name, 1, &x); 1.85 +} 1.86 + 1.87 +void SdrProg::set_uniform2f(const char *name, float x, float y) const 1.88 +{ 1.89 + float v[] = {x, y}; 1.90 + set_uniform(name, 2, v); 1.91 +} 1.92 + 1.93 +void SdrProg::set_uniform3f(const char *name, float x, float y, float z) const 1.94 +{ 1.95 + float v[] = {x, y, z}; 1.96 + set_uniform(name, 3, v); 1.97 +} 1.98 + 1.99 +void SdrProg::set_uniform4f(const char *name, float x, float y, float z, float w) const 1.100 +{ 1.101 + float v[] = {x, y, z, w}; 1.102 + set_uniform(name, 4, v); 1.103 +} 1.104 + 1.105 +void SdrProg::set_uniform_matrix(const char *name, const float *m) const 1.106 +{ 1.107 + if(!bind()) return; 1.108 + 1.109 + int loc = glGetUniformLocation(prog, name); 1.110 + if(loc == -1) return; 1.111 + 1.112 + glUniformMatrix4fv(loc, 1, 0, m); 1.113 +} 1.114 + 1.115 +void SdrProg::set_uniform_matrix(const char *name, const Matrix4x4 &m) const 1.116 +{ 1.117 + Matrix4x4 tmp = m.transposed(); 1.118 + set_uniform_matrix(name, tmp[0]); 1.119 +} 1.120 + 1.121 + 1.122 + 1.123 unsigned int get_shader(const char *name, unsigned int type) 1.124 { 1.125 std::map<std::string, unsigned int>::const_iterator it = sdrdb.find(name);