Beispiel #1
0
std::vector<GLint> Program::getActiveUniforms(const std::vector<GLint> & uniformIndices, const GLenum pname) const
{
    std::vector<GLuint> indices(uniformIndices.size());
    for (unsigned i=0; i<uniformIndices.size(); ++i)
        indices[i] = static_cast<GLuint>(uniformIndices[i]);
    return getActiveUniforms(indices, pname);
}
Beispiel #2
0
    Program::Uniforms Program::getActiveUniforms()
    {
      GLint numActiveUniforms;
      glGetProgramInterfaceiv( getGLId(), GL_UNIFORM, GL_ACTIVE_RESOURCES, &numActiveUniforms );

      std::vector<GLuint> indices;
      indices.resize(numActiveUniforms);
      for (GLint index = 0;index < numActiveUniforms;++index)
      {
        indices[index] = index;
      }
      return getActiveUniforms(indices);
    }
Beispiel #3
0
 Program::Uniforms Program::getActiveUniforms( std::vector<std::string> const & uniformNames )
 {
   std::vector<GLuint> indices;
   indices.reserve(uniformNames.size());
   for ( size_t idx = 0; idx < uniformNames.size(); ++idx )
   {
     GLuint locationIndex = glGetProgramResourceIndex( getGLId(), GL_UNIFORM, uniformNames[idx].c_str() );
     if ( locationIndex != GL_INVALID_INDEX )
     {
       indices.push_back(GLuint(locationIndex));
     }
   }
   return getActiveUniforms( indices );
 }
Beispiel #4
0
  ///////////////////////////////////////////////////////////////////////////////////////
  /// Build a mapping of uniform names to uniform indices
  ///////////////////////////////////////////////////////////////////////////////////////
  void Program::mapUniformNamesToIndices(void)
  {
    for(int i = 0; i < getActiveUniforms(); ++i)
    {
      _uniform[getUniformName(i)] = i;
    }
    
#if 1
    std::map<std::string, GLuint>::const_iterator itr;
    for(itr = _uniform.begin(); itr != _uniform.end(); ++itr)
    {
      std::cout << "(name, index): (" << itr->first << "," << itr->second << ")" << std::endl;
    }
#endif
    
  }
Beispiel #5
0
static int getCurrentShader(ShaderProgram *shader)
{
	int haveGeometryShader = checkGLExtensionSupported("GL_EXT_geometry_shader4");
	int error;

	/* get handle of currently active GLSL shader program */
	ORIG_GL(glGetIntegerv)(GL_CURRENT_PROGRAM, (GLint*)&shader->programHandle);
	error = glError();
	if (error) {
		return error;
	}

	if (shader->programHandle == 0) {
		return 0;
	}

	/* get attached shader objects */
	error = getShaderObjects(shader);
	if (error) {
		return error;
	}

	/* get active uniforms and attributes */
	error = getActiveUniforms(shader);
	if (error) {
		return error;
	}
	error = getActiveAttributes(shader);
	if (error) {
		return error;
	}

	/* if geometry shader is supported, get program parameters */
	if (haveGeometryShader) {
		error = getProgramParameters(shader);
		if (error) {
			return error;
		}
	} else {
		shader->geoVerticesOut = 0;
		shader->geoOutputType = GL_NONE;
		shader->geoInputType = GL_NONE;
	}

	return DBG_NO_ERROR;
}
Beispiel #6
0
// QUERIES
const std::string GLSLProgram::getActiveUniformsStr() const
{
	const std::vector< GLSLProgram::UniformInformations > uniforms = getActiveUniforms();
	return toString( uniforms );
}
Beispiel #7
0
GLint Program::getActiveUniform(const GLuint uniformIndex, const GLenum pname) const
{
    GLint result = 0;
    getActiveUniforms(1, &uniformIndex, pname, &result);
    return result;
}
Beispiel #8
0
std::vector<GLint> Program::getActiveUniforms(const std::vector<GLuint> & uniformIndices, const GLenum pname) const
{
    std::vector<GLint> result(uniformIndices.size());
    getActiveUniforms(static_cast<GLint>(uniformIndices.size()), uniformIndices.data(), pname, result.data());
    return result;
}