-#define GL_GLEXT_PROTOTYPES 1
-
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include "effect_chain.h"
#include "util.h"
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include "opengl.h"
GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
{
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();
+}
+
bool Effect::set_int(const std::string &key, int value)
{
if (params_int.count(key) == 0) {
params_tex_1d[key].needs_update = true;
}
-void Effect::add_self_to_effect_chain(EffectChain *chain, const std::vector<Effect *> &inputs)
-{
- chain->add_effect_raw(this, inputs);
-}
-
// Output convenience uniforms for each parameter.
// These will be filled in per-frame.
std::string Effect::output_convenience_uniforms() const