vrshoot

annotate src/unistate.cc @ 3:c179c72369be

rename candy->vr
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 03 Feb 2014 08:52:13 +0200
parents
children
rev   line source
nuclear@0 1 #include <map>
nuclear@0 2 #include <vector>
nuclear@0 3 #include "unistate.h"
nuclear@0 4 #include "shader.h"
nuclear@0 5 #include "logger.h"
nuclear@0 6
nuclear@0 7 struct StateItem {
nuclear@0 8 StType type;
nuclear@0 9
nuclear@0 10 union {
nuclear@0 11 int ival[4];
nuclear@0 12 float fval[16];
nuclear@0 13 };
nuclear@0 14 int transpose; // for matrices
nuclear@0 15 };
nuclear@0 16
nuclear@0 17 static const char *typestr(StType type);
nuclear@0 18 static int type_nelem(StType type);
nuclear@0 19 static StType float_type(int elem);
nuclear@0 20 static StType int_type(int elem);
nuclear@0 21
nuclear@0 22 std::vector<StateItem> state;
nuclear@0 23 std::map<std::string, int> stateidx;
nuclear@0 24
nuclear@0 25
nuclear@0 26 int add_unistate(const char *name, StType type)
nuclear@0 27 {
nuclear@0 28 static const float ident3[] = {1, 0, 0, 0, 1, 0, 0, 0, 1};
nuclear@0 29 static const float ident4[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
nuclear@0 30
nuclear@0 31 if(stateidx.find(name) != stateidx.end()) {
nuclear@0 32 return stateidx[name];
nuclear@0 33 }
nuclear@0 34
nuclear@0 35 StateItem sitem;
nuclear@0 36 memset(&sitem, 0, sizeof sitem);
nuclear@0 37 sitem.type = type;
nuclear@0 38
nuclear@0 39 // initialize to a reasonable default value
nuclear@0 40 switch(type) {
nuclear@0 41 case ST_MATRIX3:
nuclear@0 42 memcpy(sitem.fval, ident3, sizeof ident3);
nuclear@0 43 break;
nuclear@0 44
nuclear@0 45 case ST_MATRIX4:
nuclear@0 46 memcpy(sitem.fval, ident4, sizeof ident4);
nuclear@0 47 break;
nuclear@0 48
nuclear@0 49 default:
nuclear@0 50 break; // in all other cases leave it zero (see memset above)
nuclear@0 51 }
nuclear@0 52
nuclear@0 53 int sidx = state.size();
nuclear@0 54 state.push_back(sitem);
nuclear@0 55 stateidx[name] = sidx;
nuclear@0 56
nuclear@0 57 debug_log("adding uniform state [%d]: %s %s\n", sidx, typestr(sitem.type), name);
nuclear@0 58
nuclear@0 59 return sidx;
nuclear@0 60 }
nuclear@0 61
nuclear@0 62 int get_unistate_index(const char *name)
nuclear@0 63 {
nuclear@0 64 std::map<std::string, int>::const_iterator it = stateidx.find(name);
nuclear@0 65 if(it != stateidx.end()) {
nuclear@0 66 return it->second;
nuclear@0 67 }
nuclear@0 68 return -1;
nuclear@0 69 }
nuclear@0 70
nuclear@0 71 #define CHECK_INDEX(i) \
nuclear@0 72 if(i < 0 || i >= (int)state.size()) return
nuclear@0 73
nuclear@0 74 #define CHECK_COUNT(count, type) \
nuclear@0 75 do { \
nuclear@0 76 int max_elem = type_nelem(type); \
nuclear@0 77 if(!(count) || (count) > max_elem) { \
nuclear@0 78 count = max_elem; \
nuclear@0 79 } \
nuclear@0 80 } while(0)
nuclear@0 81
nuclear@0 82 void set_unistate(int sidx, const int *val, int count)
nuclear@0 83 {
nuclear@0 84 CHECK_INDEX(sidx);
nuclear@0 85 CHECK_COUNT(count, state[sidx].type);
nuclear@0 86
nuclear@0 87 memcpy(state[sidx].ival, val, count * sizeof *state[sidx].ival);
nuclear@0 88 }
nuclear@0 89
nuclear@0 90 void set_unistate(int sidx, const float *val, int count)
nuclear@0 91 {
nuclear@0 92 CHECK_INDEX(sidx);
nuclear@0 93 CHECK_COUNT(count, state[sidx].type);
nuclear@0 94
nuclear@0 95 memcpy(state[sidx].fval, val, count * sizeof *state[sidx].fval);
nuclear@0 96 state[sidx].transpose = 0;
nuclear@0 97 }
nuclear@0 98
nuclear@0 99 void get_unistate(int sidx, int *val, int count)
nuclear@0 100 {
nuclear@0 101 CHECK_INDEX(sidx);
nuclear@0 102 CHECK_COUNT(count, state[sidx].type);
nuclear@0 103
nuclear@0 104 memcpy(val, state[sidx].ival, count * sizeof *val);
nuclear@0 105 }
nuclear@0 106
nuclear@0 107 void get_unistate(int sidx, float *val, int count)
nuclear@0 108 {
nuclear@0 109 CHECK_INDEX(sidx);
nuclear@0 110 CHECK_COUNT(count, state[sidx].type);
nuclear@0 111
nuclear@0 112 memcpy(val, state[sidx].fval, count * sizeof *val);
nuclear@0 113 }
nuclear@0 114
nuclear@0 115 void set_unistate(int sidx, int val)
nuclear@0 116 {
nuclear@0 117 set_unistate(sidx, &val, 1);
nuclear@0 118 }
nuclear@0 119
nuclear@0 120 void set_unistate(int sidx, float val)
nuclear@0 121 {
nuclear@0 122 set_unistate(sidx, &val, 1);
nuclear@0 123 }
nuclear@0 124
nuclear@0 125 void set_unistate(int sidx, const Vector2 &vec)
nuclear@0 126 {
nuclear@0 127 set_unistate(sidx, &vec.x, 2);
nuclear@0 128 }
nuclear@0 129
nuclear@0 130 void set_unistate(int sidx, const Vector3 &vec)
nuclear@0 131 {
nuclear@0 132 set_unistate(sidx, &vec.x, 3);
nuclear@0 133 }
nuclear@0 134
nuclear@0 135 void set_unistate(int sidx, const Vector4 &vec)
nuclear@0 136 {
nuclear@0 137 set_unistate(sidx, &vec.x, 4);
nuclear@0 138 }
nuclear@0 139
nuclear@0 140 void set_unistate(int sidx, const Matrix3x3 &mat)
nuclear@0 141 {
nuclear@0 142 set_unistate(sidx, mat[0], 9);
nuclear@0 143 state[sidx].transpose = 1;
nuclear@0 144 }
nuclear@0 145
nuclear@0 146 void set_unistate(int sidx, const Matrix4x4 &mat)
nuclear@0 147 {
nuclear@0 148 set_unistate(sidx, mat[0], 16);
nuclear@0 149 state[sidx].transpose = 1;
nuclear@0 150 }
nuclear@0 151
nuclear@0 152
nuclear@0 153 int set_unistate(const char *name, int *val, int count)
nuclear@0 154 {
nuclear@0 155 int sidx = get_unistate_index(name);
nuclear@0 156 if(sidx < 0) {
nuclear@0 157 StType type = int_type(count);
nuclear@0 158 if(type == ST_UNKNOWN) {
nuclear@0 159 error_log("invalid element count (%d) while setting previously unknown unistate item \"%s\"\n",
nuclear@0 160 count, name);
nuclear@0 161 return -1;
nuclear@0 162 }
nuclear@0 163
nuclear@0 164 sidx = add_unistate(name, type);
nuclear@0 165 }
nuclear@0 166 set_unistate(sidx, val);
nuclear@0 167 return sidx;
nuclear@0 168 }
nuclear@0 169
nuclear@0 170 int set_unistate(const char *name, float *val, int count)
nuclear@0 171 {
nuclear@0 172 int sidx = get_unistate_index(name);
nuclear@0 173 if(sidx < 0) {
nuclear@0 174 StType type = float_type(count);
nuclear@0 175 if(type == ST_UNKNOWN) {
nuclear@0 176 error_log("invalid element count (%d) while setting previously unknown unistate item \"%s\"\n",
nuclear@0 177 count, name);
nuclear@0 178 return -1;
nuclear@0 179 }
nuclear@0 180
nuclear@0 181 sidx = add_unistate(name, type);
nuclear@0 182 }
nuclear@0 183 set_unistate(sidx, val);
nuclear@0 184 return sidx;
nuclear@0 185 }
nuclear@0 186
nuclear@0 187 int set_unistate(const char *name, int val)
nuclear@0 188 {
nuclear@0 189 int sidx = get_unistate_index(name);
nuclear@0 190 if(sidx < 0) {
nuclear@0 191 sidx = add_unistate(name, ST_INT);
nuclear@0 192 }
nuclear@0 193 set_unistate(sidx, val);
nuclear@0 194 return sidx;
nuclear@0 195 }
nuclear@0 196
nuclear@0 197 int set_unistate(const char *name, float val)
nuclear@0 198 {
nuclear@0 199 int sidx = get_unistate_index(name);
nuclear@0 200 if(sidx < 0) {
nuclear@0 201 sidx = add_unistate(name, ST_FLOAT);
nuclear@0 202 }
nuclear@0 203 set_unistate(sidx, val);
nuclear@0 204 return sidx;
nuclear@0 205 }
nuclear@0 206
nuclear@0 207 int set_unistate(const char *name, const Vector2 &vec)
nuclear@0 208 {
nuclear@0 209 int sidx = get_unistate_index(name);
nuclear@0 210 if(sidx < 0) {
nuclear@0 211 sidx = add_unistate(name, ST_FLOAT2);
nuclear@0 212 }
nuclear@0 213 set_unistate(sidx, vec);
nuclear@0 214 return sidx;
nuclear@0 215 }
nuclear@0 216
nuclear@0 217 int set_unistate(const char *name, const Vector3 &vec)
nuclear@0 218 {
nuclear@0 219 int sidx = get_unistate_index(name);
nuclear@0 220 if(sidx < 0) {
nuclear@0 221 sidx = add_unistate(name, ST_FLOAT3);
nuclear@0 222 }
nuclear@0 223 set_unistate(sidx, vec);
nuclear@0 224 return sidx;
nuclear@0 225 }
nuclear@0 226
nuclear@0 227 int set_unistate(const char *name, const Vector4 &vec)
nuclear@0 228 {
nuclear@0 229 int sidx = get_unistate_index(name);
nuclear@0 230 if(sidx < 0) {
nuclear@0 231 sidx = add_unistate(name, ST_FLOAT4);
nuclear@0 232 }
nuclear@0 233 set_unistate(sidx, vec);
nuclear@0 234 return sidx;
nuclear@0 235 }
nuclear@0 236
nuclear@0 237 int set_unistate(const char *name, const Matrix3x3 &mat)
nuclear@0 238 {
nuclear@0 239 int sidx = get_unistate_index(name);
nuclear@0 240 if(sidx < 0) {
nuclear@0 241 sidx = add_unistate(name, ST_MATRIX3);
nuclear@0 242 }
nuclear@0 243 set_unistate(sidx, mat);
nuclear@0 244 return sidx;
nuclear@0 245 }
nuclear@0 246
nuclear@0 247 int set_unistate(const char *name, const Matrix4x4 &mat)
nuclear@0 248 {
nuclear@0 249 int sidx = get_unistate_index(name);
nuclear@0 250 if(sidx < 0) {
nuclear@0 251 sidx = add_unistate(name, ST_MATRIX4);
nuclear@0 252 }
nuclear@0 253 set_unistate(sidx, mat);
nuclear@0 254 return sidx;
nuclear@0 255 }
nuclear@0 256
nuclear@0 257
nuclear@0 258 int get_unistate_int(int sidx)
nuclear@0 259 {
nuclear@0 260 int val = 0;
nuclear@0 261 get_unistate(sidx, &val, 1);
nuclear@0 262 return val;
nuclear@0 263 }
nuclear@0 264
nuclear@0 265 float get_unistate_float(int sidx)
nuclear@0 266 {
nuclear@0 267 float val = 0.0f;
nuclear@0 268 get_unistate(sidx, &val, 1);
nuclear@0 269 return val;
nuclear@0 270 }
nuclear@0 271
nuclear@0 272 Vector2 get_unistate_vec2(int sidx)
nuclear@0 273 {
nuclear@0 274 float val[2] = {0.0f, 0.0f};
nuclear@0 275 get_unistate(sidx, val, 2);
nuclear@0 276 return Vector2(val[0], val[1]);
nuclear@0 277 }
nuclear@0 278
nuclear@0 279 Vector3 get_unistate_vec3(int sidx)
nuclear@0 280 {
nuclear@0 281 float val[3] = {0.0f, 0.0f, 0.0f};
nuclear@0 282 get_unistate(sidx, val, 3);
nuclear@0 283 return Vector3(val[0], val[1], val[2]);
nuclear@0 284 }
nuclear@0 285
nuclear@0 286 Vector4 get_unistate_vec4(int sidx)
nuclear@0 287 {
nuclear@0 288 float val[4] = {0.0f, 0.0f, 0.0f};
nuclear@0 289 get_unistate(sidx, val, 4);
nuclear@0 290 return Vector4(val[0], val[1], val[2], val[3]);
nuclear@0 291 }
nuclear@0 292
nuclear@0 293 Matrix3x3 get_unistate_mat3(int sidx)
nuclear@0 294 {
nuclear@0 295 Matrix3x3 res;
nuclear@0 296 get_unistate(sidx, res.m[0], 9);
nuclear@0 297 return res;
nuclear@0 298 }
nuclear@0 299
nuclear@0 300 Matrix4x4 get_unistate_mat4(int sidx)
nuclear@0 301 {
nuclear@0 302 Matrix4x4 res;
nuclear@0 303 get_unistate(sidx, res.m[0], 16);
nuclear@0 304 return res;
nuclear@0 305 }
nuclear@0 306
nuclear@0 307
nuclear@0 308 int get_unistate_int(const char *name)
nuclear@0 309 {
nuclear@0 310 int sidx = get_unistate_index(name);
nuclear@0 311 if(sidx == -1) {
nuclear@0 312 return 0;
nuclear@0 313 }
nuclear@0 314 return get_unistate_int(sidx);
nuclear@0 315 }
nuclear@0 316
nuclear@0 317 float get_unistate_float(const char *name)
nuclear@0 318 {
nuclear@0 319 int sidx = get_unistate_index(name);
nuclear@0 320 if(sidx == -1) {
nuclear@0 321 return 0.0f;
nuclear@0 322 }
nuclear@0 323 return get_unistate_float(sidx);
nuclear@0 324 }
nuclear@0 325
nuclear@0 326 Vector2 get_unistate_vec2(const char *name)
nuclear@0 327 {
nuclear@0 328 int sidx = get_unistate_index(name);
nuclear@0 329 if(sidx == -1) {
nuclear@0 330 return Vector2();
nuclear@0 331 }
nuclear@0 332 return get_unistate_vec2(sidx);
nuclear@0 333 }
nuclear@0 334
nuclear@0 335 Vector3 get_unistate_vec3(const char *name)
nuclear@0 336 {
nuclear@0 337 int sidx = get_unistate_index(name);
nuclear@0 338 if(sidx == -1) {
nuclear@0 339 return Vector3();
nuclear@0 340 }
nuclear@0 341 return get_unistate_vec3(sidx);
nuclear@0 342 }
nuclear@0 343
nuclear@0 344 Vector4 get_unistate_vec4(const char *name)
nuclear@0 345 {
nuclear@0 346 int sidx = get_unistate_index(name);
nuclear@0 347 if(sidx == -1) {
nuclear@0 348 return Vector4();
nuclear@0 349 }
nuclear@0 350 return get_unistate_vec4(sidx);
nuclear@0 351 }
nuclear@0 352
nuclear@0 353 Matrix3x3 get_unistate_mat3(const char *name)
nuclear@0 354 {
nuclear@0 355 int sidx = get_unistate_index(name);
nuclear@0 356 if(sidx == -1) {
nuclear@0 357 return Matrix3x3();
nuclear@0 358 }
nuclear@0 359 return get_unistate_mat3(sidx);
nuclear@0 360 }
nuclear@0 361
nuclear@0 362 Matrix4x4 get_unistate_mat4(const char *name)
nuclear@0 363 {
nuclear@0 364 int sidx = get_unistate_index(name);
nuclear@0 365 if(sidx == -1) {
nuclear@0 366 return Matrix4x4();
nuclear@0 367 }
nuclear@0 368 return get_unistate_mat4(sidx);
nuclear@0 369 }
nuclear@0 370
nuclear@0 371
nuclear@0 372 void setup_unistate(const ShaderProg *sdr)
nuclear@0 373 {
nuclear@0 374 if(!sdr) {
nuclear@0 375 if(!(sdr = ShaderProg::current)) {
nuclear@0 376 return;
nuclear@0 377 }
nuclear@0 378 }
nuclear@0 379
nuclear@0 380 sdr->setup_state_uniforms();
nuclear@0 381 }
nuclear@0 382
nuclear@0 383 bool setup_unistate(int sidx, const ShaderProg *sdr, int loc)
nuclear@0 384 {
nuclear@0 385 if(loc < 0 || sidx < 0 || sidx >= (int)state.size()) {
nuclear@0 386 return false;
nuclear@0 387 }
nuclear@0 388
nuclear@0 389 CHECKGLERR;
nuclear@0 390 glUseProgram(sdr->get_id());
nuclear@0 391 CHECKGLERR;
nuclear@0 392
nuclear@0 393 switch(state[sidx].type) {
nuclear@0 394 case ST_INT:
nuclear@0 395 glUniform1iv(loc, 1, state[sidx].ival);
nuclear@0 396 break;
nuclear@0 397 case ST_INT2:
nuclear@0 398 glUniform2iv(loc, 1, state[sidx].ival);
nuclear@0 399 break;
nuclear@0 400 case ST_INT3:
nuclear@0 401 glUniform3iv(loc, 1, state[sidx].ival);
nuclear@0 402 break;
nuclear@0 403 case ST_INT4:
nuclear@0 404 glUniform4iv(loc, 1, state[sidx].ival);
nuclear@0 405 break;
nuclear@0 406
nuclear@0 407 case ST_FLOAT:
nuclear@0 408 glUniform1fv(loc, 1, state[sidx].fval);
nuclear@0 409 break;
nuclear@0 410 case ST_FLOAT2:
nuclear@0 411 glUniform2fv(loc, 1, state[sidx].fval);
nuclear@0 412 break;
nuclear@0 413 case ST_FLOAT3:
nuclear@0 414 glUniform3fv(loc, 1, state[sidx].fval);
nuclear@0 415 break;
nuclear@0 416 case ST_FLOAT4:
nuclear@0 417 glUniform4fv(loc, 1, state[sidx].fval);
nuclear@0 418 break;
nuclear@0 419
nuclear@0 420 case ST_MATRIX3:
nuclear@0 421 #ifdef GL_ES_VERSION_2_0
nuclear@0 422 {
nuclear@0 423 float tmat[9], *ptr = tmat;
nuclear@0 424 for(int i=0; i<3; i++) {
nuclear@0 425 for(int j=0; j<3; j++) {
nuclear@0 426 *ptr++ = state[sidx].fval[j * 3 + i];
nuclear@0 427 }
nuclear@0 428 }
nuclear@0 429 glUniformMatrix3fv(loc, 1, GL_FALSE, tmat);
nuclear@0 430 }
nuclear@0 431 #else
nuclear@0 432 glUniformMatrix3fv(loc, 1, state[sidx].transpose, state[sidx].fval);
nuclear@0 433 #endif
nuclear@0 434 break;
nuclear@0 435
nuclear@0 436 case ST_MATRIX4:
nuclear@0 437 #ifdef GL_ES_VERSION_2_0
nuclear@0 438 {
nuclear@0 439 float tmat[16], *ptr = tmat;
nuclear@0 440 for(int i=0; i<4; i++) {
nuclear@0 441 for(int j=0; j<4; j++) {
nuclear@0 442 *ptr++ = state[sidx].fval[j * 4 + i];
nuclear@0 443 }
nuclear@0 444 }
nuclear@0 445 glUniformMatrix4fv(loc, 1, GL_FALSE, tmat);
nuclear@0 446 }
nuclear@0 447 #else
nuclear@0 448 glUniformMatrix4fv(loc, 1, state[sidx].transpose, state[sidx].fval);
nuclear@0 449 #endif
nuclear@0 450 break;
nuclear@0 451
nuclear@0 452 default:
nuclear@0 453 return false;
nuclear@0 454 }
nuclear@0 455
nuclear@0 456 CHECKGLERR;
nuclear@0 457 return true;
nuclear@0 458 }
nuclear@0 459
nuclear@0 460 bool setup_unistate(const char *name, const ShaderProg *sdr)
nuclear@0 461 {
nuclear@0 462 int loc = sdr->get_uniform_location(name);
nuclear@0 463 if(loc == -1) {
nuclear@0 464 return false;
nuclear@0 465 }
nuclear@0 466 return setup_unistate(get_unistate_index(name), sdr, loc);
nuclear@0 467 }
nuclear@0 468
nuclear@0 469 void set_world_matrix(const Matrix4x4 &mat)
nuclear@0 470 {
nuclear@0 471 static int sidx = -1, sidx_transp, sidx_mat3;
nuclear@0 472
nuclear@0 473 if(sidx == -1) {
nuclear@0 474 sidx = add_unistate("st_world_matrix", ST_MATRIX4);
nuclear@0 475 sidx_mat3 = add_unistate("st_world_matrix3", ST_MATRIX3);
nuclear@0 476 sidx_transp = add_unistate("st_world_matrix_transpose", ST_MATRIX4);
nuclear@0 477 }
nuclear@0 478
nuclear@0 479 set_unistate(sidx, mat);
nuclear@0 480 set_unistate(sidx_mat3, Matrix3x3(mat));
nuclear@0 481 set_unistate(sidx_transp, mat[0]); // by using the float* variant, we unset the transpose flag
nuclear@0 482 }
nuclear@0 483
nuclear@0 484 void set_view_matrix(const Matrix4x4 &mat)
nuclear@0 485 {
nuclear@0 486 static int sidx = -1, sidx_transp, sidx_mat3;
nuclear@0 487
nuclear@0 488 if(sidx == -1) {
nuclear@0 489 sidx = add_unistate("st_view_matrix", ST_MATRIX4);
nuclear@0 490 sidx_mat3 = add_unistate("st_view_matrix3", ST_MATRIX3);
nuclear@0 491 sidx_transp = add_unistate("st_view_matrix_transpose", ST_MATRIX4);
nuclear@0 492 }
nuclear@0 493
nuclear@0 494 set_unistate(sidx, mat);
nuclear@0 495 set_unistate(sidx_mat3, Matrix3x3(mat));
nuclear@0 496 set_unistate(sidx_transp, mat[0]); // by using the float* variant, we unset the transpose flag
nuclear@0 497 }
nuclear@0 498
nuclear@0 499 void set_projection_matrix(const Matrix4x4 &mat)
nuclear@0 500 {
nuclear@0 501 static int sidx = -1;
nuclear@0 502
nuclear@0 503 if(sidx == -1) {
nuclear@0 504 sidx = add_unistate("st_proj_matrix", ST_MATRIX4);
nuclear@0 505 }
nuclear@0 506
nuclear@0 507 set_unistate(sidx, mat);
nuclear@0 508 }
nuclear@0 509
nuclear@0 510 void set_texture_matrix(const Matrix4x4 &mat)
nuclear@0 511 {
nuclear@0 512 static int sidx = -1;
nuclear@0 513
nuclear@0 514 if(sidx == -1) {
nuclear@0 515 sidx = add_unistate("st_tex_matrix", ST_MATRIX4);
nuclear@0 516 }
nuclear@0 517
nuclear@0 518 set_unistate(sidx, mat);
nuclear@0 519 }
nuclear@0 520
nuclear@0 521 Matrix4x4 get_world_matrix()
nuclear@0 522 {
nuclear@0 523 static int sidx = -1;
nuclear@0 524
nuclear@0 525 if(sidx == -1) {
nuclear@0 526 if((sidx = get_unistate_index("st_world_matrix")) == -1) {
nuclear@0 527 return Matrix4x4();
nuclear@0 528 }
nuclear@0 529 }
nuclear@0 530 return get_unistate_mat4(sidx);
nuclear@0 531 }
nuclear@0 532
nuclear@0 533 Matrix4x4 get_view_matrix()
nuclear@0 534 {
nuclear@0 535 static int sidx = -1;
nuclear@0 536
nuclear@0 537 if(sidx == -1) {
nuclear@0 538 if((sidx = get_unistate_index("st_view_matrix")) == -1) {
nuclear@0 539 return Matrix4x4();
nuclear@0 540 }
nuclear@0 541 }
nuclear@0 542 return get_unistate_mat4(sidx);
nuclear@0 543 }
nuclear@0 544
nuclear@0 545 Matrix4x4 get_projection_matrix()
nuclear@0 546 {
nuclear@0 547 static int sidx = -1;
nuclear@0 548
nuclear@0 549 if(sidx == -1) {
nuclear@0 550 if((sidx = get_unistate_index("st_proj_matrix")) == -1) {
nuclear@0 551 return Matrix4x4();
nuclear@0 552 }
nuclear@0 553 }
nuclear@0 554 return get_unistate_mat4(sidx);
nuclear@0 555 }
nuclear@0 556
nuclear@0 557 Matrix4x4 get_texture_matrix()
nuclear@0 558 {
nuclear@0 559 static int sidx = -1;
nuclear@0 560
nuclear@0 561 if(sidx == -1) {
nuclear@0 562 if((sidx = get_unistate_index("st_tex_matrix")) == -1) {
nuclear@0 563 return Matrix4x4();
nuclear@0 564 }
nuclear@0 565 }
nuclear@0 566 return get_unistate_mat4(sidx);
nuclear@0 567 }
nuclear@0 568
nuclear@0 569 void setup_gl_matrices()
nuclear@0 570 {
nuclear@0 571 #ifdef USE_OLDGL
nuclear@0 572 Matrix4x4 modelview = get_world_matrix() * get_view_matrix();
nuclear@0 573 Matrix4x4 proj = get_projection_matrix();
nuclear@0 574 Matrix4x4 tex = get_texture_matrix();
nuclear@0 575
nuclear@0 576 glMatrixMode(GL_TEXTURE);
nuclear@0 577 glLoadTransposeMatrixf(tex[0]);
nuclear@0 578 glMatrixMode(GL_PROJECTION);
nuclear@0 579 glLoadTransposeMatrixf(proj[0]);
nuclear@0 580 glMatrixMode(GL_MODELVIEW);
nuclear@0 581 glLoadTransposeMatrixf(modelview[0]);
nuclear@0 582 #endif
nuclear@0 583 }
nuclear@0 584
nuclear@0 585 static const char *typestr(StType type)
nuclear@0 586 {
nuclear@0 587 switch(type) {
nuclear@0 588 case ST_INT:
nuclear@0 589 return "int";
nuclear@0 590 case ST_INT2:
nuclear@0 591 return "ivec2";
nuclear@0 592 case ST_INT3:
nuclear@0 593 return "ivec3";
nuclear@0 594 case ST_INT4:
nuclear@0 595 return "ivec4";
nuclear@0 596 case ST_FLOAT:
nuclear@0 597 return "float";
nuclear@0 598 case ST_FLOAT2:
nuclear@0 599 return "vec2";
nuclear@0 600 case ST_FLOAT3:
nuclear@0 601 return "vec3";
nuclear@0 602 case ST_FLOAT4:
nuclear@0 603 return "vec4";
nuclear@0 604 case ST_MATRIX3:
nuclear@0 605 return "mat3";
nuclear@0 606 case ST_MATRIX4:
nuclear@0 607 return "mat4";
nuclear@0 608
nuclear@0 609 default:
nuclear@0 610 break;
nuclear@0 611 }
nuclear@0 612 return "<unknown>";
nuclear@0 613 }
nuclear@0 614
nuclear@0 615 static int type_nelem(StType type)
nuclear@0 616 {
nuclear@0 617 switch(type) {
nuclear@0 618 case ST_INT:
nuclear@0 619 case ST_FLOAT:
nuclear@0 620 return 1;
nuclear@0 621 case ST_INT2:
nuclear@0 622 case ST_FLOAT2:
nuclear@0 623 return 2;
nuclear@0 624 case ST_INT3:
nuclear@0 625 case ST_FLOAT3:
nuclear@0 626 return 3;
nuclear@0 627 case ST_INT4:
nuclear@0 628 case ST_FLOAT4:
nuclear@0 629 return 4;
nuclear@0 630 case ST_MATRIX3:
nuclear@0 631 return 9;
nuclear@0 632 case ST_MATRIX4:
nuclear@0 633 return 16;
nuclear@0 634
nuclear@0 635 default:
nuclear@0 636 break;
nuclear@0 637 }
nuclear@0 638
nuclear@0 639 return 0;
nuclear@0 640 }
nuclear@0 641
nuclear@0 642 static StType float_type(int elem)
nuclear@0 643 {
nuclear@0 644 switch(elem) {
nuclear@0 645 case 1:
nuclear@0 646 return ST_FLOAT;
nuclear@0 647 case 2:
nuclear@0 648 return ST_FLOAT2;
nuclear@0 649 case 3:
nuclear@0 650 return ST_FLOAT3;
nuclear@0 651 case 4:
nuclear@0 652 return ST_FLOAT4;
nuclear@0 653 case 9:
nuclear@0 654 return ST_MATRIX3;
nuclear@0 655 case 16:
nuclear@0 656 return ST_MATRIX4;
nuclear@0 657 default:
nuclear@0 658 break;
nuclear@0 659 }
nuclear@0 660 return ST_UNKNOWN;
nuclear@0 661 }
nuclear@0 662
nuclear@0 663 static StType int_type(int elem)
nuclear@0 664 {
nuclear@0 665 switch(elem) {
nuclear@0 666 case 1:
nuclear@0 667 return ST_INT;
nuclear@0 668 case 2:
nuclear@0 669 return ST_INT2;
nuclear@0 670 case 3:
nuclear@0 671 return ST_INT3;
nuclear@0 672 case 4:
nuclear@0 673 return ST_INT4;
nuclear@0 674 default:
nuclear@0 675 break;
nuclear@0 676 }
nuclear@0 677 return ST_UNKNOWN;
nuclear@0 678 }