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 Eigen::Matrix3d& matrix)
73 GLint location = get_uniform_location(glsl_program_num, prefix, key);
79 // Convert to float (GLSL has no double matrices).
81 for (unsigned y = 0; y < 3; ++y) {
82 for (unsigned x = 0; x < 3; ++x) {
83 matrixf[y + x * 3] = matrix(y, x);
87 glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
91 bool Effect::set_int(const std::string &key, int value)
93 if (params_int.count(key) == 0) {
96 *params_int[key] = value;
100 bool Effect::set_float(const std::string &key, float value)
102 if (params_float.count(key) == 0) {
105 *params_float[key] = value;
109 bool Effect::set_vec2(const std::string &key, const float *values)
111 if (params_vec2.count(key) == 0) {
114 memcpy(params_vec2[key], values, sizeof(float) * 2);
118 bool Effect::set_vec3(const std::string &key, const float *values)
120 if (params_vec3.count(key) == 0) {
123 memcpy(params_vec3[key], values, sizeof(float) * 3);
127 void Effect::register_int(const std::string &key, int *value)
129 assert(params_int.count(key) == 0);
130 params_int[key] = value;
133 void Effect::register_float(const std::string &key, float *value)
135 assert(params_float.count(key) == 0);
136 params_float[key] = value;
139 void Effect::register_vec2(const std::string &key, float *values)
141 assert(params_vec2.count(key) == 0);
142 params_vec2[key] = values;
145 void Effect::register_vec3(const std::string &key, float *values)
147 assert(params_vec3.count(key) == 0);
148 params_vec3[key] = values;
151 void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
153 assert(params_tex_1d.count(key) == 0);
158 tex.needs_update = false;
159 glGenTextures(1, &tex.texture_num);
161 glBindTexture(GL_TEXTURE_1D, tex.texture_num);
163 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
165 glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
167 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, size, 0, GL_LUMINANCE, GL_FLOAT, values);
170 params_tex_1d[key] = tex;
173 void Effect::invalidate_1d_texture(const std::string &key)
175 assert(params_tex_1d.count(key) != 0);
176 params_tex_1d[key].needs_update = true;
179 // Output convenience uniforms for each parameter.
180 // These will be filled in per-frame.
181 std::string Effect::output_convenience_uniforms() const
183 std::string output = "";
184 for (std::map<std::string, float*>::const_iterator it = params_float.begin();
185 it != params_float.end();
188 sprintf(buf, "uniform float PREFIX(%s);\n", it->first.c_str());
191 for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
192 it != params_vec2.end();
195 sprintf(buf, "uniform vec2 PREFIX(%s);\n", it->first.c_str());
198 for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
199 it != params_vec3.end();
202 sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
205 for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
206 it != params_tex_1d.end();
209 sprintf(buf, "uniform sampler1D PREFIX(%s);\n", it->first.c_str());
215 void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
217 for (std::map<std::string, float*>::const_iterator it = params_float.begin();
218 it != params_float.end();
220 set_uniform_float(glsl_program_num, prefix, it->first, *it->second);
222 for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
223 it != params_vec2.end();
225 set_uniform_vec2(glsl_program_num, prefix, it->first, it->second);
227 for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
228 it != params_vec3.end();
230 set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
233 for (std::map<std::string, Texture1D>::iterator it = params_tex_1d.begin();
234 it != params_tex_1d.end();
236 glActiveTexture(GL_TEXTURE0 + *sampler_num);
238 glBindTexture(GL_TEXTURE_1D, it->second.texture_num);
241 if (it->second.needs_update) {
242 glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
244 it->second.needs_update = false;
247 set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
252 void Effect::clear_gl_state() {}