5 #include "effect_chain.h"
10 GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
12 std::string name = prefix + "_" + key;
13 return glGetUniformLocation(glsl_program_num, name.c_str());
16 void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value)
18 GLint location = get_uniform_location(glsl_program_num, prefix, key);
23 glUniform1i(location, value);
27 void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
29 GLint location = get_uniform_location(glsl_program_num, prefix, key);
34 glUniform1f(location, value);
38 void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
40 GLint location = get_uniform_location(glsl_program_num, prefix, key);
45 glUniform2fv(location, 1, values);
49 void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
51 GLint location = get_uniform_location(glsl_program_num, prefix, key);
56 glUniform3fv(location, 1, values);
60 void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values)
62 GLint location = get_uniform_location(glsl_program_num, prefix, key);
67 glUniform4fv(location, num_values, values);
71 void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix)
73 GLint location = get_uniform_location(glsl_program_num, prefix, key);
79 // Convert to float (GLSL has no double matrices).
81 for (unsigned i = 0; i < 9; ++i) {
82 matrixf[i] = matrix[i];
85 glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
89 bool Effect::set_int(const std::string &key, int value)
91 if (params_int.count(key) == 0) {
94 *params_int[key] = value;
98 bool Effect::set_float(const std::string &key, float value)
100 if (params_float.count(key) == 0) {
103 *params_float[key] = value;
107 bool Effect::set_vec2(const std::string &key, const float *values)
109 if (params_vec2.count(key) == 0) {
112 memcpy(params_vec2[key], values, sizeof(float) * 2);
116 bool Effect::set_vec3(const std::string &key, const float *values)
118 if (params_vec3.count(key) == 0) {
121 memcpy(params_vec3[key], values, sizeof(float) * 3);
125 void Effect::register_int(const std::string &key, int *value)
127 assert(params_int.count(key) == 0);
128 params_int[key] = value;
131 void Effect::register_float(const std::string &key, float *value)
133 assert(params_float.count(key) == 0);
134 params_float[key] = value;
137 void Effect::register_vec2(const std::string &key, float *values)
139 assert(params_vec2.count(key) == 0);
140 params_vec2[key] = values;
143 void Effect::register_vec3(const std::string &key, float *values)
145 assert(params_vec3.count(key) == 0);
146 params_vec3[key] = values;
149 void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
151 assert(params_tex_1d.count(key) == 0);
156 tex.needs_update = false;
157 glGenTextures(1, &tex.texture_num);
159 glBindTexture(GL_TEXTURE_1D, tex.texture_num);
161 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
163 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
165 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, size, 0, GL_LUMINANCE, GL_FLOAT, values);
168 params_tex_1d[key] = tex;
171 void Effect::invalidate_1d_texture(const std::string &key)
173 assert(params_tex_1d.count(key) != 0);
174 params_tex_1d[key].needs_update = true;
177 // Output convenience uniforms for each parameter.
178 // These will be filled in per-frame.
179 std::string Effect::output_convenience_uniforms() const
181 std::string output = "";
182 for (std::map<std::string, float*>::const_iterator it = params_float.begin();
183 it != params_float.end();
186 sprintf(buf, "uniform float PREFIX(%s);\n", it->first.c_str());
189 for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
190 it != params_vec2.end();
193 sprintf(buf, "uniform vec2 PREFIX(%s);\n", it->first.c_str());
196 for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
197 it != params_vec3.end();
200 sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
203 for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
204 it != params_tex_1d.end();
207 sprintf(buf, "uniform sampler1D PREFIX(%s);\n", it->first.c_str());
213 void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
215 for (std::map<std::string, float*>::const_iterator it = params_float.begin();
216 it != params_float.end();
218 set_uniform_float(glsl_program_num, prefix, it->first, *it->second);
220 for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
221 it != params_vec2.end();
223 set_uniform_vec2(glsl_program_num, prefix, it->first, it->second);
225 for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
226 it != params_vec3.end();
228 set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
231 for (std::map<std::string, Texture1D>::iterator it = params_tex_1d.begin();
232 it != params_tex_1d.end();
234 glActiveTexture(GL_TEXTURE0 + *sampler_num);
236 glBindTexture(GL_TEXTURE_1D, it->second.texture_num);
239 if (it->second.needs_update) {
240 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
242 it->second.needs_update = false;
245 set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
250 void Effect::clear_gl_state() {}