-#include <string.h>
+#include <epoxy/gl.h>
#include <assert.h>
+#include <stdio.h>
+#include <string.h>
+#include <utility>
+
#include "effect.h"
+#include "effect_util.h"
+
+using namespace Eigen;
+using namespace std;
+
+namespace movit {
-bool Effect::set_int(const std::string &key, int value)
+bool Effect::set_int(const string &key, int value)
{
if (params_int.count(key) == 0) {
return false;
return true;
}
-bool Effect::set_float(const std::string &key, float value)
+bool Effect::set_ivec2(const string &key, const int *values)
+{
+ if (params_ivec2.count(key) == 0) {
+ return false;
+ }
+ memcpy(params_ivec2[key], values, sizeof(int) * 2);
+ return true;
+}
+
+bool Effect::set_float(const string &key, float value)
{
if (params_float.count(key) == 0) {
return false;
return true;
}
-bool Effect::set_vec3(const std::string &key, const float *values)
+bool Effect::set_vec2(const string &key, const float *values)
+{
+ if (params_vec2.count(key) == 0) {
+ return false;
+ }
+ memcpy(params_vec2[key], values, sizeof(float) * 2);
+ return true;
+}
+
+bool Effect::set_vec3(const string &key, const float *values)
{
if (params_vec3.count(key) == 0) {
return false;
return true;
}
-void Effect::register_int(const std::string &key, int *value)
+bool Effect::set_vec4(const 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 string &key, int *value)
{
assert(params_int.count(key) == 0);
params_int[key] = value;
+ register_uniform_int(key, value);
}
-void Effect::register_float(const std::string &key, float *value)
+void Effect::register_ivec2(const string &key, int *values)
+{
+ assert(params_ivec2.count(key) == 0);
+ params_ivec2[key] = values;
+ register_uniform_ivec2(key, values);
+}
+
+void Effect::register_float(const string &key, float *value)
{
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 std::string &key, float *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);
+}
+
+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)
+{
+ Uniform<int> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_sampler2d.push_back(uniform);
+}
+
+void Effect::register_uniform_bool(const std::string &key, const bool *value)
+{
+ Uniform<bool> uniform;
+ uniform.name = key;
+ uniform.value = value;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_bool.push_back(uniform);
+}
+
+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_ivec2(const std::string &key, const int *values)
+{
+ Uniform<int> uniform;
+ uniform.name = key;
+ uniform.value = values;
+ uniform.num_values = 1;
+ uniform.location = -1;
+ uniforms_ivec2.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_float_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_float_array.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_vec3_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_vec3_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