+#include <epoxy/gl.h>
+#include <assert.h>
#include <stdio.h>
#include <string.h>
-#include <assert.h>
-#include "effect.h"
-#include "effect_chain.h"
-#include "util.h"
+#include <utility>
-#include "opengl.h"
-
-GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
-{
- std::string name = prefix + "_" + key;
- return glGetUniformLocation(glsl_program_num, name.c_str());
-}
-
-void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform1i(location, value);
- check_error();
-}
-
-void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform1f(location, value);
- check_error();
-}
-
-void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform2fv(location, 1, values);
- check_error();
-}
-
-void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform3fv(location, 1, values);
- check_error();
-}
-
-void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform4fv(location, num_values, values);
- check_error();
-}
+#include "effect.h"
+#include "effect_util.h"
-void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Eigen::Matrix3d& matrix)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
-
- // Convert to float (GLSL has no double matrices).
- float matrixf[9];
- for (unsigned y = 0; y < 3; ++y) {
- for (unsigned x = 0; x < 3; ++x) {
- matrixf[y + x * 3] = matrix(y, x);
- }
- }
+using namespace Eigen;
+using namespace std;
- glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
- check_error();
-}
+namespace movit {
-bool Effect::set_int(const std::string &key, int value)
+bool Effect::set_int(const string &key, int value)
{
if (params_int.count(key) == 0) {
return false;
return true;
}
-bool Effect::set_float(const std::string &key, float value)
+bool Effect::set_float(const string &key, float value)
{
if (params_float.count(key) == 0) {
return false;
return true;
}
-bool Effect::set_vec2(const std::string &key, const float *values)
+bool Effect::set_vec2(const string &key, const float *values)
{
if (params_vec2.count(key) == 0) {
return false;
return true;
}
-bool Effect::set_vec3(const std::string &key, const float *values)
+bool Effect::set_vec3(const string &key, const float *values)
{
if (params_vec3.count(key) == 0) {
return false;
return true;
}
-void Effect::register_int(const std::string &key, int *value)
+bool Effect::set_vec4(const string &key, const float *values)
+{
+ if (params_vec4.count(key) == 0) {
+ return false;
+ }
+ memcpy(params_vec4[key], values, sizeof(float) * 4);
+ return true;
+}
+
+void Effect::register_int(const string &key, int *value)
{
assert(params_int.count(key) == 0);
params_int[key] = value;
}
-void Effect::register_float(const std::string &key, float *value)
+void Effect::register_float(const string &key, float *value)
{
assert(params_float.count(key) == 0);
params_float[key] = value;
+ register_uniform_float(key, value);
}
-void Effect::register_vec2(const std::string &key, float *values)
+void Effect::register_vec2(const string &key, float *values)
{
assert(params_vec2.count(key) == 0);
params_vec2[key] = values;
+ register_uniform_vec2(key, values);
}
-void Effect::register_vec3(const std::string &key, float *values)
+void Effect::register_vec3(const string &key, float *values)
{
assert(params_vec3.count(key) == 0);
params_vec3[key] = values;
+ register_uniform_vec3(key, values);
}
-void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
+void Effect::register_vec4(const string &key, float *values)
{
- assert(params_tex_1d.count(key) == 0);
+ assert(params_vec4.count(key) == 0);
+ params_vec4[key] = values;
+ register_uniform_vec4(key, values);
+}
- Texture1D tex;
- tex.values = values;
- tex.size = size;
- tex.needs_update = false;
- glGenTextures(1, &tex.texture_num);
+void Effect::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_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();
+void Effect::clear_gl_state() {}
- params_tex_1d[key] = tex;
+void Effect::register_uniform_sampler2d(const std::string &key, const GLint *value)
+{
+ Uniform<int> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_sampler2d.push_back(uniform);
}
-void Effect::invalidate_1d_texture(const std::string &key)
+void Effect::register_uniform_bool(const std::string &key, const bool *value)
{
- assert(params_tex_1d.count(key) != 0);
- params_tex_1d[key].needs_update = true;
+ Uniform<bool> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_bool.push_back(uniform);
}
-// Output convenience uniforms for each parameter.
-// These will be filled in per-frame.
-std::string Effect::output_convenience_uniforms() const
+void Effect::register_uniform_int(const std::string &key, const int *value)
{
- std::string output = "";
- for (std::map<std::string, float*>::const_iterator it = params_float.begin();
- it != params_float.end();
- ++it) {
- char buf[256];
- sprintf(buf, "uniform float PREFIX(%s);\n", it->first.c_str());
- output.append(buf);
- }
- for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
- it != params_vec2.end();
- ++it) {
- char buf[256];
- sprintf(buf, "uniform vec2 PREFIX(%s);\n", it->first.c_str());
- output.append(buf);
- }
- for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
- it != params_vec3.end();
- ++it) {
- char buf[256];
- sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
- output.append(buf);
- }
- for (std::map<std::string, Texture1D>::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;
+ Uniform<int> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_int.push_back(uniform);
}
-void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void Effect::register_uniform_float(const std::string &key, const float *value)
{
- for (std::map<std::string, float*>::const_iterator it = params_float.begin();
- it != params_float.end();
- ++it) {
- set_uniform_float(glsl_program_num, prefix, it->first, *it->second);
- }
- for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
- it != params_vec2.end();
- ++it) {
- set_uniform_vec2(glsl_program_num, prefix, it->first, it->second);
- }
- for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
- it != params_vec3.end();
- ++it) {
- set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
- }
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_float.push_back(uniform);
+}
- for (std::map<std::string, Texture1D>::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();
- it->second.needs_update = false;
- }
-
- set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
- ++*sampler_num;
- }
+void Effect::register_uniform_vec2(const std::string &key, const float *values)
+{
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = values;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_vec2.push_back(uniform);
}
-void Effect::clear_gl_state() {}
+void Effect::register_uniform_vec3(const std::string &key, const float *values)
+{
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = values;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_vec3.push_back(uniform);
+}
+
+void Effect::register_uniform_vec4(const std::string &key, const float *values)
+{
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = values;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_vec4.push_back(uniform);
+}
+
+void Effect::register_uniform_vec2_array(const std::string &key, const float *values, size_t num_values)
+{
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = values;
+ uniform.num_values = num_values;
+ uniform.location = -1;
+ uniforms_vec2_array.push_back(uniform);
+}
+
+void Effect::register_uniform_vec4_array(const std::string &key, const float *values, size_t num_values)
+{
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = values;
+ uniform.num_values = num_values;
+ uniform.location = -1;
+ uniforms_vec4_array.push_back(uniform);
+}
+
+void Effect::register_uniform_mat3(const std::string &key, const Matrix3d *matrix)
+{
+ Uniform<Matrix3d> uniform;
+ uniform.name = key;
+ uniform.value = matrix;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_mat3.push_back(uniform);
+}
+
+} // namespace movit