-#define GL_GLEXT_PROTOTYPES 1
-
#include <stdio.h>
#include <string.h>
#include <assert.h>
+#include <GL/glew.h>
+
#include "effect.h"
+#include "effect_chain.h"
#include "util.h"
-#include <GL/gl.h>
-#include <GL/glext.h>
-
GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
{
std::string name = prefix + "_" + key;
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)
+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();
- glUniform1fv(location, num_values, values);
+ glUniform2fv(location, 1, values);
check_error();
}
-void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
+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();
- glUniform2fv(location, 1, values);
+ glUniform3fv(location, 1, values);
check_error();
}
-void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
+void set_uniform_vec4(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);
+ glUniform4fv(location, 1, values);
check_error();
}
check_error();
}
+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);
+ }
+ }
+
+ glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
+ check_error();
+}
+
bool Effect::set_int(const std::string &key, int value)
{
if (params_int.count(key) == 0) {
return true;
}
+bool Effect::set_vec4(const std::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 std::string &key, int *value)
{
assert(params_int.count(key) == 0);
params_vec3[key] = values;
}
+void Effect::register_vec4(const std::string &key, float *values)
+{
+ assert(params_vec4.count(key) == 0);
+ params_vec4[key] = values;
+}
+
void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
{
assert(params_tex_1d.count(key) == 0);
sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
output.append(buf);
}
+ for (std::map<std::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);
+ }
for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
it != params_tex_1d.end();
++it) {
return output;
}
-void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
{
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
it != params_float.end();
++it) {
set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
}
+ for (std::map<std::string, float*>::const_iterator it = params_vec4.begin();
+ it != params_vec4.end();
+ ++it) {
+ set_uniform_vec4(glsl_program_num, prefix, it->first, it->second);
+ }
- for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
+ for (std::map<std::string, Texture1D>::iterator it = params_tex_1d.begin();
it != params_tex_1d.end();
++it) {
glActiveTexture(GL_TEXTURE0 + *sampler_num);
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::clear_gl_state() {}