X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect.cpp;h=4cc1775d75587305e4504fdf0a534c78d73ec817;hp=6f9d4c55edb032f130c92d2fe678b8ff079dc0b2;hb=75c27c449aabb27ed0b028b57b20d70005a6e447;hpb=d4542f76df5d26843c68b1467e76722cffd801a1 diff --git a/effect.cpp b/effect.cpp index 6f9d4c5..4cc1775 100644 --- a/effect.cpp +++ b/effect.cpp @@ -9,6 +9,18 @@ #include #include +void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value) +{ + std::string name = prefix + "_" + key; + GLint l = glGetUniformLocation(glsl_program_num, name.c_str()); + if (l == -1) { + return; + } + check_error(); + glUniform1i(l, value); + check_error(); +} + void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value) { std::string name = prefix + "_" + key; @@ -21,6 +33,18 @@ void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const check_error(); } +void set_uniform_float_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values) +{ + std::string name = prefix + "_" + key; + GLint l = glGetUniformLocation(glsl_program_num, name.c_str()); + if (l == -1) { + return; + } + check_error(); + glUniform1fv(l, num_values, values); + check_error(); +} + void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values) { std::string name = prefix + "_" + key; @@ -105,9 +129,37 @@ void Effect::register_vec3(const std::string &key, float *values) params_vec3[key] = values; } +void Effect::register_1d_texture(const std::string &key, float *values, size_t size) +{ + assert(params_tex_1d.count(key) == 0); + + Texture1D tex; + tex.values = values; + tex.size = size; + tex.needs_update = false; + glGenTextures(1, &tex.texture_num); + + glBindTexture(GL_TEXTURE_1D, tex.texture_num); + check_error(); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + check_error(); + glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + check_error(); + glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, size, 0, GL_LUMINANCE, GL_FLOAT, values); + check_error(); + + params_tex_1d[key] = tex; +} + +void Effect::invalidate_1d_texture(const std::string &key) +{ + assert(params_tex_1d.count(key) != 0); + params_tex_1d[key].needs_update = true; +} + // Output convenience uniforms for each parameter. // These will be filled in per-frame. -std::string Effect::output_convenience_uniforms() +std::string Effect::output_convenience_uniforms() const { std::string output = ""; for (std::map::const_iterator it = params_float.begin(); @@ -131,10 +183,17 @@ std::string Effect::output_convenience_uniforms() sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str()); output.append(buf); } + for (std::map::const_iterator it = params_tex_1d.begin(); + it != params_tex_1d.end(); + ++it) { + char buf[256]; + sprintf(buf, "uniform sampler1D PREFIX(%s);\n", it->first.c_str()); + output.append(buf); + } return output; } -void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix) +void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num) { for (std::map::const_iterator it = params_float.begin(); it != params_float.end(); @@ -151,9 +210,21 @@ void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix) ++it) { set_uniform_vec3(glsl_program_num, prefix, it->first, it->second); } -} -std::string Effect::output_vertex_shader() -{ - return read_file("identity.vert"); + for (std::map::const_iterator it = params_tex_1d.begin(); + it != params_tex_1d.end(); + ++it) { + glActiveTexture(GL_TEXTURE0 + *sampler_num); + check_error(); + glBindTexture(GL_TEXTURE_1D, it->second.texture_num); + check_error(); + + if (it->second.needs_update) { + glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values); + check_error(); + } + + set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num); + ++*sampler_num; + } }