-#define GL_GLEXT_PROTOTYPES 1
-
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include "effect.h"
+#include "effect_chain.h"
#include "util.h"
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include "opengl.h"
-void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value)
+GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
{
std::string name = prefix + "_" + key;
- GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
- if (l == -1) {
+ 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(l, value);
+ glUniform1i(location, 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;
- GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
- if (l == -1) {
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
return;
}
check_error();
- glUniform1f(l, value);
+ glUniform1f(location, value);
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) {
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
return;
}
check_error();
- glUniform1fv(l, num_values, values);
+ glUniform1fv(location, 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;
- GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
- if (l == -1) {
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
return;
}
check_error();
- glUniform2fv(l, 1, values);
+ 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)
{
- std::string name = prefix + "_" + key;
- GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
- if (l == -1) {
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
return;
}
check_error();
- glUniform3fv(l, 1, values);
+ 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)
{
- std::string name = prefix + "_" + key;
- GLint l = glGetUniformLocation(glsl_program_num, name.c_str());
- if (l == -1) {
+ GLint location = get_uniform_location(glsl_program_num, prefix, key);
+ if (location == -1) {
return;
}
check_error();
- glUniform4fv(l, num_values, values);
+ glUniform4fv(location, num_values, values);
+ check_error();
+}
+
+void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 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 i = 0; i < 9; ++i) {
+ matrixf[i] = matrix[i];
+ }
+
+ glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
check_error();
}
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();
set_uniform_vec3(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() {}