vrshoot

annotate src/unistate.h @ 1:e7ca128b8713

looks nice :)
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 02 Feb 2014 00:35:22 +0200
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nuclear@0 1 #ifndef UNISTATE_H_
nuclear@0 2 #define UNISTATE_H_
nuclear@0 3
nuclear@0 4 #include "vmath/vmath.h"
nuclear@0 5
nuclear@0 6 class ShaderProg;
nuclear@0 7
nuclear@0 8 enum StType {
nuclear@0 9 ST_UNKNOWN,
nuclear@0 10 ST_INT, ST_INT2, ST_INT3, ST_INT4,
nuclear@0 11 ST_FLOAT, ST_FLOAT2, ST_FLOAT3, ST_FLOAT4,
nuclear@0 12 ST_MATRIX3, ST_MATRIX4
nuclear@0 13 };
nuclear@0 14
nuclear@0 15 int add_unistate(const char *name, StType type);
nuclear@0 16 int get_unistate_index(const char *name);
nuclear@0 17
nuclear@0 18 /** set the uniform state identified by \param sidx by copying
nuclear@0 19 * a number of elements from \param val. If \param count is 0
nuclear@0 20 * then it's automatically set based on the type of this state item.
nuclear@0 21 * @{ */
nuclear@0 22 void set_unistate(int sidx, const int *val, int count = 0);
nuclear@0 23 void set_unistate(int sidx, const float *val, int count = 0);
nuclear@0 24 /// @}
nuclear@0 25
nuclear@0 26 /** get the uniform state identified by \param sidx by copying
nuclear@0 27 * a number of elements into \param val. If \param count is 0
nuclear@0 28 * then it's automatically set based on the type of this state item.
nuclear@0 29 * @{ */
nuclear@0 30 void get_unistate(int sidx, int *val, int count = 0);
nuclear@0 31 void get_unistate(int sidx, float *val, int count = 0);
nuclear@0 32 /// @}
nuclear@0 33
nuclear@0 34 /// convenience versions of set_unistate @{
nuclear@0 35 void set_unistate(int sidx, int val);
nuclear@0 36 void set_unistate(int sidx, float val);
nuclear@0 37 void set_unistate(int sidx, const Vector2 &vec);
nuclear@0 38 void set_unistate(int sidx, const Vector3 &vec);
nuclear@0 39 void set_unistate(int sidx, const Vector4 &vec);
nuclear@0 40 void set_unistate(int sidx, const Matrix3x3 &mat);
nuclear@0 41 void set_unistate(int sidx, const Matrix4x4 &mat);
nuclear@0 42 /// @}
nuclear@0 43
nuclear@0 44 /** convenience functions for setting the uniform state by name.
nuclear@0 45 * if the name cannot be found in the current set of uniform state
nuclear@0 46 * items, a new one is created with a type derived from the variant
nuclear@0 47 * of the function that was called (which might not be what you want).
nuclear@0 48 * The index of the state item is returned.
nuclear@0 49 * @{ */
nuclear@0 50 int set_unistate(const char *name, int *val, int count = 0);
nuclear@0 51 int set_unistate(const char *name, float *val, int count = 0);
nuclear@0 52 int set_unistate(const char *name, int val);
nuclear@0 53 int set_unistate(const char *name, float val);
nuclear@0 54 int set_unistate(const char *name, const Vector2 &vec);
nuclear@0 55 int set_unistate(const char *name, const Vector3 &vec);
nuclear@0 56 int set_unistate(const char *name, const Vector4 &vec);
nuclear@0 57 int set_unistate(const char *name, const Matrix3x3 &mat);
nuclear@0 58 int set_unistate(const char *name, const Matrix4x4 &mat);
nuclear@0 59 /// @}
nuclear@0 60
nuclear@0 61 /// convenience versions of get_unistate @{
nuclear@0 62 int get_unistate_int(int sidx);
nuclear@0 63 float get_unistate_float(int sidx);
nuclear@0 64 Vector2 get_unistate_vec2(int sidx);
nuclear@0 65 Vector3 get_unistate_vec3(int sidx);
nuclear@0 66 Vector4 get_unistate_vec4(int sidx);
nuclear@0 67 Matrix3x3 get_unistate_mat3(int sidx);
nuclear@0 68 Matrix4x4 get_unistate_mat4(int sidx);
nuclear@0 69 /// @}
nuclear@0 70
nuclear@0 71 /// convenience versions of get_unistate for getting the uniform state by name @{
nuclear@0 72 int get_unistate_int(const char *name);
nuclear@0 73 float get_unistate_float(const char *name);
nuclear@0 74 Vector2 get_unistate_vec2(const char *name);
nuclear@0 75 Vector3 get_unistate_vec3(const char *name);
nuclear@0 76 Vector4 get_unistate_vec4(const char *name);
nuclear@0 77 Matrix3x3 get_unistate_mat3(const char *name);
nuclear@0 78 Matrix4x4 get_unistate_mat4(const char *name);
nuclear@0 79 /// @}
nuclear@0 80
nuclear@0 81 /** Prepare for rendering by setting up all the state uniforms in the shader sdr.
nuclear@0 82 * If sdr is null, then use the "current" shader as per ShaderProg::current
nuclear@0 83 */
nuclear@0 84 void setup_unistate(const ShaderProg *sdr = 0);
nuclear@0 85
nuclear@0 86 bool setup_unistate(int sidx, const ShaderProg *sdr, int loc);
nuclear@0 87 bool setup_unistate(const char *name, const ShaderProg *sdr);
nuclear@0 88
nuclear@0 89 // special functions for setting the rendering pipeline matrices
nuclear@0 90 void set_world_matrix(const Matrix4x4 &mat);
nuclear@0 91 void set_view_matrix(const Matrix4x4 &mat);
nuclear@0 92 void set_projection_matrix(const Matrix4x4 &mat);
nuclear@0 93 void set_texture_matrix(const Matrix4x4 &mat);
nuclear@0 94
nuclear@0 95 Matrix4x4 get_world_matrix();
nuclear@0 96 Matrix4x4 get_view_matrix();
nuclear@0 97 Matrix4x4 get_projection_matrix();
nuclear@0 98 Matrix4x4 get_texture_matrix();
nuclear@0 99
nuclear@0 100 void setup_gl_matrices(); // this shouldn't be needed in the final code
nuclear@0 101
nuclear@0 102 // TODO should do a matrix stack at some point ...
nuclear@0 103
nuclear@0 104 #endif // UNISTATE_H_