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_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
- glUniform3fv(location, 1, values);
+ glUniform4fv(location, num_values, 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)
+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();
- glUniform4fv(location, num_values, values);
+
+ // 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();
}
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