void opengl::ShaderUniforms::setUniform4fv(const SCP_string &name, const int count, const vec4 *val) { Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()), "The program must be current before setting uniforms!"); auto uniform_index = findUniform(name); bool resident = false; if (uniform_index != INVALID_SIZE) { Assert((size_t)uniform_index < _uniforms.size()); uniform_bind *bind_info = &_uniforms[uniform_index]; if (bind_info->type == uniform_bind::VEC4 && bind_info->count == count) { bool equal = true; // if the values are close enough, pass. for (int i = 0; i < count; ++i) { if (!vm_vec_equal(val[i], _uniform_data_vec4[bind_info->index + i])) { equal = false; break; } } if (equal) { return; } resident = true; for (int i = 0; i < count; ++i) { _uniform_data_vec4[bind_info->index + i] = val[i]; } } } if (!resident) { // uniform doesn't exist in our previous uniform block so queue this new value for (int i = 0; i < count; ++i) { _uniform_data_vec4.push_back(val[i]); } uniform_bind new_bind; new_bind.count = count; new_bind.index = _uniform_data_vec4.size() - count; // new_bind.index = num_matrix_uniforms - count; new_bind.type = uniform_bind::VEC4; new_bind.name = name; _uniforms.push_back(new_bind); _uniform_lookup[name] = _uniforms.size() - 1; } glUniform4fv(findUniformLocation(name.c_str()), count, (const GLfloat*)val); }
void opengl::ShaderUniforms::setUniform4f(const SCP_string &name, const vec4 &val) { Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()), "The program must be current before setting uniforms!"); size_t uniform_index = findUniform(name); bool resident = false; if (uniform_index != (size_t)-1) { Assert((size_t)uniform_index < _uniforms.size()); uniform_bind *bind_info = &_uniforms[uniform_index]; if (bind_info->type == uniform_bind::VEC4) { if (vm_vec_equal(_uniform_data_vec4[bind_info->index], val)) { // if the values are close enough, pass. return; } _uniform_data_vec4[bind_info->index] = val; resident = true; } } if (!resident) { // uniform doesn't exist in our previous uniform block so queue this new value _uniform_data_vec4.push_back(val); uniform_bind new_bind; new_bind.count = 1; new_bind.index = _uniform_data_vec4.size() - 1; new_bind.type = uniform_bind::VEC4; new_bind.name = name; _uniforms.push_back(new_bind); _uniform_lookup[name] = _uniforms.size() - 1; } glUniform4f(findUniformLocation(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]); }
void opengl_uniform_state::setUniform4f(const SCP_string &name, const vec4 &val) { size_t uniform_index = findUniform(name); bool resident = false; if (uniform_index != (size_t)-1) { Assert( (size_t)uniform_index < uniforms.size() ); uniform_bind *bind_info = &uniforms[uniform_index]; if ( bind_info->type == uniform_bind::VEC4 ) { if ( vm_vec_equal(uniform_data_vec4[bind_info->index], val) ) { // if the values are close enough, pass. return; } uniform_data_vec4[bind_info->index] = val; resident = true; } } if ( !resident ) { // uniform doesn't exist in our previous uniform block so queue this new value uniform_data_vec4.push_back(val); uniform_bind new_bind; new_bind.count = 1; new_bind.index = uniform_data_vec4.size() - 1; new_bind.type = uniform_bind::VEC4; new_bind.name = name; uniforms.push_back(new_bind); uniform_lookup[name] = uniforms.size()-1; } glUniform4f(opengl_shader_get_uniform(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]); }