-#include <Eigen/Core>
#include <GL/glew.h>
#include <assert.h>
#include <stdio.h>
#include <utility>
#include "effect.h"
+#include "effect_util.h"
#include "util.h"
-GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key)
-{
- std::string name = prefix + "_" + key;
- 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(location, value);
- check_error();
-}
-
-void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform1f(location, value);
- check_error();
-}
-
-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();
- 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)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform3fv(location, 1, values);
- check_error();
-}
-
-void set_uniform_vec4(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();
- glUniform4fv(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)
-{
- GLint location = get_uniform_location(glsl_program_num, prefix, key);
- if (location == -1) {
- return;
- }
- check_error();
- glUniform4fv(location, num_values, values);
- check_error();
-}
-
-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();
-
- // 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();
-}
-
bool Effect::set_int(const std::string &key, int value)
{
if (params_int.count(key) == 0) {
params_vec4[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() const
sprintf(buf, "uniform vec4 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;
}
++it) {
set_uniform_vec4(glsl_program_num, prefix, it->first, it->second);
}
-
- for (std::map<std::string, Texture1D>::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();
- it->second.needs_update = false;
- }
-
- set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
- ++*sampler_num;
- }
}
void Effect::clear_gl_state() {}