goat3dgfx

view src/unistate.h @ 10:b4c9a24c946e

wrote an awesome configure script added "main" 3d engine source file with global init/cleanup
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 24 Nov 2013 13:30:44 +0200
parents
children 7d6b667821cf
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1 #ifndef UNISTATE_H_
2 #define UNISTATE_H_
4 #include "vmath/vmath.h"
6 class ShaderProg;
8 enum StType {
9 ST_UNKNOWN,
10 ST_INT, ST_INT2, ST_INT3, ST_INT4,
11 ST_FLOAT, ST_FLOAT2, ST_FLOAT3, ST_FLOAT4,
12 ST_MATRIX3, ST_MATRIX4
13 };
15 int add_unistate(const char *name, StType type);
16 int get_unistate_index(const char *name);
18 /** set the uniform state identified by \param sidx by copying
19 * a number of elements from \param val. If \param count is 0
20 * then it's automatically set based on the type of this state item.
21 * @{ */
22 void set_unistate(int sidx, const int *val, int count = 0);
23 void set_unistate(int sidx, const float *val, int count = 0);
24 /// @}
26 /** get the uniform state identified by \param sidx by copying
27 * a number of elements into \param val. If \param count is 0
28 * then it's automatically set based on the type of this state item.
29 * @{ */
30 void get_unistate(int sidx, int *val, int count = 0);
31 void get_unistate(int sidx, float *val, int count = 0);
32 /// @}
34 /// convenience versions of set_unistate @{
35 void set_unistate(int sidx, int val);
36 void set_unistate(int sidx, float val);
37 void set_unistate(int sidx, const Vector2 &vec);
38 void set_unistate(int sidx, const Vector3 &vec);
39 void set_unistate(int sidx, const Vector4 &vec);
40 void set_unistate(int sidx, const Matrix3x3 &mat);
41 void set_unistate(int sidx, const Matrix4x4 &mat);
42 /// @}
44 /** convenience functions for setting the uniform state by name.
45 * if the name cannot be found in the current set of uniform state
46 * items, a new one is created with a type derived from the variant
47 * of the function that was called (which might not be what you want).
48 * The index of the state item is returned.
49 * @{ */
50 int set_unistate(const char *name, int *val, int count = 0);
51 int set_unistate(const char *name, float *val, int count = 0);
52 int set_unistate(const char *name, int val);
53 int set_unistate(const char *name, float val);
54 int set_unistate(const char *name, const Vector2 &vec);
55 int set_unistate(const char *name, const Vector3 &vec);
56 int set_unistate(const char *name, const Vector4 &vec);
57 int set_unistate(const char *name, const Matrix3x3 &mat);
58 int set_unistate(const char *name, const Matrix4x4 &mat);
59 /// @}
61 /// convenience versions of get_unistate @{
62 int get_unistate_int(int sidx);
63 float get_unistate_float(int sidx);
64 Vector2 get_unistate_vec2(int sidx);
65 Vector3 get_unistate_vec3(int sidx);
66 Vector4 get_unistate_vec4(int sidx);
67 Matrix3x3 get_unistate_mat3(int sidx);
68 Matrix4x4 get_unistate_mat4(int sidx);
69 /// @}
71 /// convenience versions of get_unistate for getting the uniform state by name @{
72 int get_unistate_int(const char *name);
73 float get_unistate_float(const char *name);
74 Vector2 get_unistate_vec2(const char *name);
75 Vector3 get_unistate_vec3(const char *name);
76 Vector4 get_unistate_vec4(const char *name);
77 Matrix3x3 get_unistate_mat3(const char *name);
78 Matrix4x4 get_unistate_mat4(const char *name);
79 /// @}
81 /** Prepare for rendering by setting up all the state uniforms in the shader sdr.
82 * If sdr is null, then use the "current" shader as per ShaderProg::current
83 */
84 void setup_unistate(const ShaderProg *sdr = 0);
86 bool setup_unistate(int sidx, const ShaderProg *sdr, int loc);
87 bool setup_unistate(const char *name, const ShaderProg *sdr);
89 // special functions for setting the rendering pipeline matrices
90 void set_world_matrix(const Matrix4x4 &mat);
91 void set_view_matrix(const Matrix4x4 &mat);
92 void set_projection_matrix(const Matrix4x4 &mat);
93 void set_texture_matrix(const Matrix4x4 &mat);
95 Matrix4x4 get_world_matrix();
96 Matrix4x4 get_view_matrix();
97 Matrix4x4 get_projection_matrix();
98 Matrix4x4 get_texture_matrix();
100 void setup_gl_matrices(); // this shouldn't be needed in the final code
102 // TODO should do a matrix stack at some point ...
104 #endif // UNISTATE_H_