#include "effect.h"
#include "effect_util.h"
+using namespace Eigen;
using namespace std;
namespace movit {
{
assert(params_float.count(key) == 0);
params_float[key] = value;
+ register_uniform_float(key, value);
}
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 string &key, float *values)
{
assert(params_vec3.count(key) == 0);
params_vec3[key] = values;
+ register_uniform_vec3(key, values);
}
void Effect::register_vec4(const string &key, float *values)
{
assert(params_vec4.count(key) == 0);
params_vec4[key] = values;
+ register_uniform_vec4(key, values);
}
-// Output convenience uniforms for each parameter.
-// These will be filled in per-frame.
-string Effect::output_convenience_uniforms() const
+void Effect::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num) {}
+
+void Effect::clear_gl_state() {}
+
+void Effect::register_uniform_sampler2d(const std::string &key, const GLint *value)
{
- string output = "";
- for (map<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 (map<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 (map<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 (map<string, float*>::const_iterator it = params_vec4.begin();
- it != params_vec4.end();
- ++it) {
- char buf[256];
- sprintf(buf, "uniform vec4 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_sampler2d.push_back(uniform);
}
-void Effect::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
+void Effect::register_uniform_bool(const std::string &key, const bool *value)
{
- for (map<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 (map<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 (map<string, float*>::const_iterator it = params_vec3.begin();
- it != params_vec3.end();
- ++it) {
- set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
- }
- for (map<string, float*>::const_iterator it = params_vec4.begin();
- it != params_vec4.end();
- ++it) {
- set_uniform_vec4(glsl_program_num, prefix, it->first, it->second);
- }
+ Uniform<bool> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_bool.push_back(uniform);
}
-void Effect::clear_gl_state() {}
+void Effect::register_uniform_int(const std::string &key, const int *value)
+{
+ Uniform<int> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_int.push_back(uniform);
+}
+
+void Effect::register_uniform_float(const std::string &key, const float *value)
+{
+ Uniform<float> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_float.push_back(uniform);
+}
+
+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::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