-#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 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_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;
}
-void Effect::register_float(const std::string &key, float *value)
+void Effect::register_float(const string &key, float *value)
{
assert(params_float.count(key) == 0);
params_float[key] = value;
}
-void Effect::register_vec3(const std::string &key, float *values)
+void Effect::register_vec2(const string &key, float *values)
+{
+ assert(params_vec2.count(key) == 0);
+ params_vec2[key] = values;
+}
+
+void Effect::register_vec3(const string &key, float *values)
{
assert(params_vec3.count(key) == 0);
params_vec3[key] = values;
}
+void Effect::register_vec4(const string &key, float *values)
+{
+ assert(params_vec4.count(key) == 0);
+ params_vec4[key] = values;
+}
+
+// Output convenience uniforms for each parameter.
+// These will be filled in per-frame.
+string Effect::output_convenience_uniforms() const
+{
+ string output = "";
+ for (map<string, float*>::const_iterator it = params_float.begin();
+ it != params_float.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform float PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (map<string, float*>::const_iterator it = params_vec2.begin();
+ it != params_vec2.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform vec2 PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (map<string, float*>::const_iterator it = params_vec3.begin();
+ it != params_vec3.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (map<string, float*>::const_iterator it = params_vec4.begin();
+ it != params_vec4.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform vec4 PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ return output;
+}
+
+void Effect::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
+{
+ for (map<string, float*>::const_iterator it = params_float.begin();
+ it != params_float.end();
+ ++it) {
+ set_uniform_float(glsl_program_num, prefix, it->first, *it->second);
+ }
+ for (map<string, float*>::const_iterator it = params_vec2.begin();
+ it != params_vec2.end();
+ ++it) {
+ set_uniform_vec2(glsl_program_num, prefix, it->first, it->second);
+ }
+ for (map<string, float*>::const_iterator it = params_vec3.begin();
+ it != params_vec3.end();
+ ++it) {
+ set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
+ }
+ for (map<string, float*>::const_iterator it = params_vec4.begin();
+ it != params_vec4.end();
+ ++it) {
+ set_uniform_vec4(glsl_program_num, prefix, it->first, it->second);
+ }
+}
+
+void Effect::clear_gl_state() {}
+
+} // namespace movit