#include <GL/gl.h>
#include <GL/glext.h>
+void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value)
+{
+ std::string name = prefix + "_" + key;
+ GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
+ if (l == -1) {
+ return;
+ }
+ check_error();
+ glUniform1i(l, value);
+ check_error();
+}
+
void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
{
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)
+{
+ std::string name = prefix + "_" + key;
+ GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
+ if (l == -1) {
+ return;
+ }
+ check_error();
+ glUniform1fv(l, num_values, values);
+ check_error();
+}
+
void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values)
{
std::string name = prefix + "_" + key;
params_vec3[key] = values;
}
+void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
+{
+ assert(params_tex_1d.count(key) == 0);
+
+ Texture1D tex;
+ tex.values = values;
+ tex.size = size;
+ tex.needs_update = false;
+ glGenTextures(1, &tex.texture_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();
+
+ params_tex_1d[key] = tex;
+}
+
+void Effect::invalidate_1d_texture(const std::string &key)
+{
+ assert(params_tex_1d.count(key) != 0);
+ params_tex_1d[key].needs_update = true;
+}
+
// Output convenience uniforms for each parameter.
// These will be filled in per-frame.
-std::string Effect::output_convenience_uniforms()
+std::string Effect::output_convenience_uniforms() const
{
std::string output = "";
for (std::map<std::string, float*>::const_iterator it = params_float.begin();
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;
}
-void Effect::set_uniforms(GLuint glsl_program_num, const std::string& prefix)
+void Effect::set_uniforms(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);
}
-}
-std::string Effect::output_vertex_shader()
-{
- return read_file("identity-vs.glsl");
+ for (std::map<std::string, Texture1D>::const_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();
+ }
+
+ set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
+ ++*sampler_num;
+ }
}