Added new methods to set uniforms in sf::Shader
Implements a new design for the shader uniform API. * Added Shader::setUniform() and Shader::setUniformArray() overloads for the following types: -> scalars: float, int, bool -> vectors: 2D, 3D, 4D -> matrices: 3x3, 4x4 -> arrays of basic types -> samplers (sf::Texture) -> conversions for SFML types (sf::Transform, sf::Color) * Added sf::Glsl namespace with GLSL-equivalent types * Deprecated Shader::setParameter() overloads Other related changes: * Refactored sf::Shader internals to avoid code duplication * Improved documentation * Added SFML_DEPRECATED macro to Doxyfile * Defined _SCL_SECURE_NO_WARNINGS to disable std::copy() warnings on MSVC
This commit is contained in:
parent
fcb05fb975
commit
9c5c750e60
10 changed files with 1272 additions and 321 deletions
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@ -11,6 +11,9 @@ set(SRC
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${INCROOT}/Export.hpp
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${SRCROOT}/Font.cpp
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${INCROOT}/Font.hpp
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${SRCROOT}/Glsl.cpp
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${INCROOT}/Glsl.hpp
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${INCROOT}/Glsl.inl
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${INCROOT}/Glyph.hpp
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${SRCROOT}/GLCheck.cpp
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${SRCROOT}/GLCheck.hpp
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@ -172,6 +172,15 @@
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#define GLEXT_glUniform3f glUniform3fARB
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#define GLEXT_glUniform4f glUniform4fARB
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#define GLEXT_glUniform1i glUniform1iARB
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#define GLEXT_glUniform2i glUniform2iARB
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#define GLEXT_glUniform3i glUniform3iARB
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#define GLEXT_glUniform4i glUniform4iARB
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#define GLEXT_glUniform1fv glUniform1fvARB
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#define GLEXT_glUniform2fv glUniform2fvARB
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#define GLEXT_glUniform2iv glUniform2ivARB
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#define GLEXT_glUniform3fv glUniform3fvARB
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#define GLEXT_glUniform4fv glUniform4fvARB
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#define GLEXT_glUniformMatrix3fv glUniformMatrix3fvARB
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#define GLEXT_glUniformMatrix4fv glUniformMatrix4fvARB
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#define GLEXT_glGetObjectParameteriv glGetObjectParameterivARB
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#define GLEXT_glGetInfoLog glGetInfoLogARB
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86
src/SFML/Graphics/Glsl.cpp
Normal file
86
src/SFML/Graphics/Glsl.cpp
Normal file
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@ -0,0 +1,86 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Headers
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Glsl.hpp>
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#include <algorithm>
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namespace sf
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{
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namespace priv
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{
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////////////////////////////////////////////////////////////
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void copyMatrix(const Transform& source, Matrix<3, 3>& dest)
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{
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const float* from = source.getMatrix(); // 4x4
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float* to = dest.array; // 3x3
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// Use only left-upper 3x3 block (for a 2D transform)
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to[0] = from[ 0]; to[1] = from[ 1]; to[2] = from[ 3];
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to[3] = from[ 4]; to[4] = from[ 5]; to[5] = from[ 7];
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to[6] = from[12]; to[7] = from[13]; to[8] = from[15];
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}
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////////////////////////////////////////////////////////////
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void copyMatrix(const Transform& source, Matrix<4, 4>& dest)
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{
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// Adopt 4x4 matrix as-is
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copyMatrix(source.getMatrix(), 4 * 4, dest.array);
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}
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////////////////////////////////////////////////////////////
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void copyMatrix(const float* source, std::size_t elements, float* dest)
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{
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std::copy(source, source + elements, dest);
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}
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////////////////////////////////////////////////////////////
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void copyVector(const Color& source, Vector4<float>& dest)
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{
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dest.x = source.r / 255.f;
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dest.y = source.g / 255.f;
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dest.z = source.b / 255.f;
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dest.w = source.a / 255.f;
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}
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////////////////////////////////////////////////////////////
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void copyVector(const Color& source, Vector4<int>& dest)
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{
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dest.x = static_cast<int>(source.r);
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dest.y = static_cast<int>(source.g);
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dest.z = static_cast<int>(source.b);
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dest.w = static_cast<int>(source.a);
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}
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} // namespace priv
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} // namespace sf
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@ -28,6 +28,8 @@
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////////////////////////////////////////////////////////////
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#include <SFML/Graphics/Shader.hpp>
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#include <SFML/Graphics/Texture.hpp>
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#include <SFML/Graphics/Transform.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <SFML/Graphics/GLCheck.hpp>
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#include <SFML/Window/Context.hpp>
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#include <SFML/System/InputStream.hpp>
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@ -146,6 +148,57 @@ namespace
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return available;
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}
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// Transforms an array of 2D vectors into a contiguous array of scalars
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template <typename T>
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std::vector<T> flatten(const sf::Vector2<T>* vectorArray, std::size_t length)
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{
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const std::size_t vectorSize = 2;
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std::vector<T> contiguous(vectorSize * length);
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for (std::size_t i = 0; i < length; ++i)
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{
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contiguous[vectorSize * i] = vectorArray[i].x;
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contiguous[vectorSize * i + 1] = vectorArray[i].y;
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}
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return contiguous;
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}
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// Transforms an array of 3D vectors into a contiguous array of scalars
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template <typename T>
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std::vector<T> flatten(const sf::Vector3<T>* vectorArray, std::size_t length)
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{
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const std::size_t vectorSize = 3;
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std::vector<T> contiguous(vectorSize * length);
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for (std::size_t i = 0; i < length; ++i)
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{
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contiguous[vectorSize * i] = vectorArray[i].x;
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contiguous[vectorSize * i + 1] = vectorArray[i].y;
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contiguous[vectorSize * i + 2] = vectorArray[i].z;
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}
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return contiguous;
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}
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// Transforms an array of 4D vectors into a contiguous array of scalars
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template <typename T>
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std::vector<T> flatten(const sf::priv::Vector4<T>* vectorArray, std::size_t length)
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{
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const std::size_t vectorSize = 4;
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std::vector<T> contiguous(vectorSize * length);
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for (std::size_t i = 0; i < length; ++i)
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{
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contiguous[vectorSize * i] = vectorArray[i].x;
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contiguous[vectorSize * i + 1] = vectorArray[i].y;
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contiguous[vectorSize * i + 2] = vectorArray[i].z;
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contiguous[vectorSize * i + 3] = vectorArray[i].w;
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}
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return contiguous;
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}
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}
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Shader::CurrentTextureType Shader::CurrentTexture;
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////////////////////////////////////////////////////////////
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struct Shader::UniformBinder : private NonCopyable
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{
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////////////////////////////////////////////////////////////
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/// \brief Constructor: set up state before uniform is set
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///
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////////////////////////////////////////////////////////////
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UniformBinder(Shader& shader, const std::string& name) :
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savedProgram(0),
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currentProgram(castToGlHandle(shader.m_shaderProgram)),
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location(-1)
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{
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if (currentProgram)
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{
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ensureGlContext();
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// Enable program object
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glCheck(savedProgram = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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if (currentProgram != savedProgram)
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glCheck(GLEXT_glUseProgramObject(currentProgram));
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// Store uniform location for further use outside constructor
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location = shader.getUniformLocation(name);
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}
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}
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////////////////////////////////////////////////////////////
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/// \brief Destructor: restore state after uniform is set
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///
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////////////////////////////////////////////////////////////
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~UniformBinder()
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{
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// Disable program object
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if (currentProgram && (currentProgram != savedProgram))
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glCheck(GLEXT_glUseProgramObject(savedProgram));
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}
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GLEXT_GLhandle savedProgram; ///< Handle to the previously active program object
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GLEXT_GLhandle currentProgram; ///< Handle to the program object of the modified sf::Shader instance
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GLint location; ///< Uniform location, used by the surrounding sf::Shader code
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};
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////////////////////////////////////////////////////////////
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Shader::Shader() :
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m_shaderProgram (0),
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m_currentTexture(-1),
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m_textures (),
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m_params ()
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m_uniforms ()
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{
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}
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@ -282,160 +378,132 @@ bool Shader::loadFromStream(InputStream& vertexShaderStream, InputStream& fragme
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, float x)
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void Shader::setUniform(const std::string& name, float x)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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// Enable program
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GLEXT_GLhandle program;
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glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(GLEXT_glUniform1f(location, x));
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}
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// Disable program
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glCheck(GLEXT_glUseProgramObject(program));
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}
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform1f(binder.location, x));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, float x, float y)
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void Shader::setUniform(const std::string& name, const Glsl::Vec2& v)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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// Enable program
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GLEXT_GLhandle program;
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glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(GLEXT_glUniform2f(location, x, y));
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}
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// Disable program
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glCheck(GLEXT_glUseProgramObject(program));
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}
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform2f(binder.location, v.x, v.y));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, float x, float y, float z)
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void Shader::setUniform(const std::string& name, const Glsl::Vec3& v)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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// Enable program
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GLEXT_GLhandle program;
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glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(GLEXT_glUniform3f(location, x, y, z));
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}
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// Disable program
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glCheck(GLEXT_glUseProgramObject(program));
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}
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform3f(binder.location, v.x, v.y, v.z));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, float x, float y, float z, float w)
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void Shader::setUniform(const std::string& name, const Glsl::Vec4& v)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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// Enable program
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GLEXT_GLhandle program;
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glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(GLEXT_glUniform4f(location, x, y, z, w));
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}
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// Disable program
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glCheck(GLEXT_glUseProgramObject(program));
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}
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform4f(binder.location, v.x, v.y, v.z, v.w));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, const Vector2f& v)
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void Shader::setUniform(const std::string& name, int x)
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{
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setParameter(name, v.x, v.y);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform1i(binder.location, x));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, const Vector3f& v)
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void Shader::setUniform(const std::string& name, const Glsl::Ivec2& v)
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{
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setParameter(name, v.x, v.y, v.z);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform2i(binder.location, v.x, v.y));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, const Color& color)
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void Shader::setUniform(const std::string& name, const Glsl::Ivec3& v)
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{
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setParameter(name, color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform3i(binder.location, v.x, v.y, v.z));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, const Transform& transform)
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void Shader::setUniform(const std::string& name, const Glsl::Ivec4& v)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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// Enable program
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GLEXT_GLhandle program;
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glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
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glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));
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// Get parameter location and assign it new values
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GLint location = getParamLocation(name);
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if (location != -1)
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{
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glCheck(GLEXT_glUniformMatrix4fv(location, 1, GL_FALSE, transform.getMatrix()));
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}
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// Disable program
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glCheck(GLEXT_glUseProgramObject(program));
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}
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniform4i(binder.location, v.x, v.y, v.z, v.w));
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}
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////////////////////////////////////////////////////////////
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void Shader::setParameter(const std::string& name, const Texture& texture)
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void Shader::setUniform(const std::string& name, bool x)
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{
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setUniform(name, static_cast<int>(x));
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}
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////////////////////////////////////////////////////////////
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void Shader::setUniform(const std::string& name, const Glsl::Bvec2& v)
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{
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setUniform(name, Glsl::Ivec2(v));
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}
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////////////////////////////////////////////////////////////
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void Shader::setUniform(const std::string& name, const Glsl::Bvec3& v)
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{
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setUniform(name, Glsl::Ivec3(v));
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}
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////////////////////////////////////////////////////////////
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void Shader::setUniform(const std::string& name, const Glsl::Bvec4& v)
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{
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setUniform(name, Glsl::Ivec4(v));
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}
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////////////////////////////////////////////////////////////
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void Shader::setUniform(const std::string& name, const Glsl::Mat3& matrix)
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{
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniformMatrix3fv(binder.location, 1, GL_FALSE, matrix.array));
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}
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////////////////////////////////////////////////////////////
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void Shader::setUniform(const std::string& name, const Glsl::Mat4& matrix)
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{
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UniformBinder binder(*this, name);
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if (binder.location != -1)
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glCheck(GLEXT_glUniformMatrix4fv(binder.location, 1, GL_FALSE, matrix.array));
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}
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////////////////////////////////////////////////////////////
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void Shader::setUniform(const std::string& name, const Texture& texture)
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{
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if (m_shaderProgram)
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{
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ensureGlContext();
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|
||||
// Find the location of the variable in the shader
|
||||
int location = getParamLocation(name);
|
||||
int location = getUniformLocation(name);
|
||||
if (location != -1)
|
||||
{
|
||||
// Store the location -> texture mapping
|
||||
|
@ -463,18 +531,160 @@ void Shader::setParameter(const std::string& name, const Texture& texture)
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, CurrentTextureType)
|
||||
void Shader::setUniform(const std::string& name, CurrentTextureType)
|
||||
{
|
||||
if (m_shaderProgram)
|
||||
{
|
||||
ensureGlContext();
|
||||
|
||||
// Find the location of the variable in the shader
|
||||
m_currentTexture = getParamLocation(name);
|
||||
m_currentTexture = getUniformLocation(name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const float* scalarArray, std::size_t length)
|
||||
{
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform1fv(binder.location, length, scalarArray));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length)
|
||||
{
|
||||
std::vector<float> contiguous = flatten(vectorArray, length);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform2fv(binder.location, length, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length)
|
||||
{
|
||||
std::vector<float> contiguous = flatten(vectorArray, length);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform3fv(binder.location, length, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length)
|
||||
{
|
||||
std::vector<float> contiguous = flatten(vectorArray, length);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniform4fv(binder.location, length, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length)
|
||||
{
|
||||
const std::size_t matrixSize = 3 * 3;
|
||||
|
||||
std::vector<float> contiguous(matrixSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
priv::copyMatrix(matrixArray[i].array, matrixSize, &contiguous[matrixSize * i]);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniformMatrix3fv(binder.location, length, GL_FALSE, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length)
|
||||
{
|
||||
const std::size_t matrixSize = 4 * 4;
|
||||
|
||||
std::vector<float> contiguous(matrixSize * length);
|
||||
for (std::size_t i = 0; i < length; ++i)
|
||||
priv::copyMatrix(matrixArray[i].array, matrixSize, &contiguous[matrixSize * i]);
|
||||
|
||||
UniformBinder binder(*this, name);
|
||||
if (binder.location != -1)
|
||||
glCheck(GLEXT_glUniformMatrix4fv(binder.location, length, GL_FALSE, &contiguous[0]));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x)
|
||||
{
|
||||
setUniform(name, x);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y)
|
||||
{
|
||||
setUniform(name, Glsl::Vec2(x, y));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y, float z)
|
||||
{
|
||||
setUniform(name, Glsl::Vec3(x, y, z));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x, float y, float z, float w)
|
||||
{
|
||||
setUniform(name, Glsl::Vec4(x, y, z, w));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Vector2f& v)
|
||||
{
|
||||
setUniform(name, v);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Vector3f& v)
|
||||
{
|
||||
setUniform(name, v);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Color& color)
|
||||
{
|
||||
setUniform(name, Glsl::Vec4(color));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Transform& transform)
|
||||
{
|
||||
setUniform(name, Glsl::Mat4(transform));
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, const Texture& texture)
|
||||
{
|
||||
setUniform(name, texture);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, CurrentTextureType)
|
||||
{
|
||||
setUniform(name, CurrentTexture);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
unsigned int Shader::getNativeHandle() const
|
||||
{
|
||||
|
@ -550,7 +760,7 @@ bool Shader::compile(const char* vertexShaderCode, const char* fragmentShaderCod
|
|||
// Reset the internal state
|
||||
m_currentTexture = -1;
|
||||
m_textures.clear();
|
||||
m_params.clear();
|
||||
m_uniforms.clear();
|
||||
|
||||
// Create the program
|
||||
GLEXT_GLhandle shaderProgram;
|
||||
|
@ -657,11 +867,11 @@ void Shader::bindTextures() const
|
|||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
int Shader::getParamLocation(const std::string& name)
|
||||
int Shader::getUniformLocation(const std::string& name)
|
||||
{
|
||||
// Check the cache
|
||||
ParamTable::const_iterator it = m_params.find(name);
|
||||
if (it != m_params.end())
|
||||
UniformTable::const_iterator it = m_uniforms.find(name);
|
||||
if (it != m_uniforms.end())
|
||||
{
|
||||
// Already in cache, return it
|
||||
return it->second;
|
||||
|
@ -670,7 +880,7 @@ int Shader::getParamLocation(const std::string& name)
|
|||
{
|
||||
// Not in cache, request the location from OpenGL
|
||||
int location = GLEXT_glGetUniformLocation(castToGlHandle(m_shaderProgram), name.c_str());
|
||||
m_params.insert(std::make_pair(name, location));
|
||||
m_uniforms.insert(std::make_pair(name, location));
|
||||
|
||||
if (location == -1)
|
||||
err() << "Parameter \"" << name << "\" not found in shader" << std::endl;
|
||||
|
@ -747,6 +957,138 @@ bool Shader::loadFromStream(InputStream& vertexShaderStream, InputStream& fragme
|
|||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, float x)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec2& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec3& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Vec4& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, int x)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec2& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec3& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Ivec4& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, bool x)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec2& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec3& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Bvec4& v)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Mat3& matrix)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Glsl::Mat4& matrix)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, const Texture& texture)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniform(const std::string& name, CurrentTextureType)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const float* scalarArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec2* vectorArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec3* vectorArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Vec4* vectorArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat3* matrixArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setUniformArray(const std::string& name, const Glsl::Mat4* matrixArray, std::size_t length)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
void Shader::setParameter(const std::string& name, float x)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue