Example #1
0
bool GLWidget::objectShader::bind(){
	const bool b = PG::GL::Shader::bind();
	if(!b) return false;
	PG::GL::Shader::apply();
    vertexLoc = getAttributeLocation("vertex");
    normalLoc = getAttributeLocation("normal");
    uvLoc = getAttributeLocation("uv");

    modelMatrixLoc = getUniformLocation("modelMatrix");
    projectionMatrixLoc = getUniformLocation("projectionMatrix");
    viewMatrixLoc = getUniformLocation("viewMatrix");
    textureLoc = getUniformLocation("texture01");
    PG::GL::Shader::release();

    return true;
}
Example #2
0
//--------------------------------------------------------------
void ofShader::printActiveAttributes()  const{
	GLint numAttributes = 0;
	glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttributes);
	ofLogNotice("ofShader") << numAttributes << " attributes";
	
	GLint attributeMaxLength = 0;
	glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &attributeMaxLength);
	
	GLint count = -1;
	GLenum type = 0;
	GLchar* attributeName = new GLchar[attributeMaxLength];
	stringstream line;
	for(GLint i = 0; i < numAttributes; i++) {
		GLsizei length;
		glGetActiveAttrib(program, i, attributeMaxLength, &length, &count, &type, attributeName);
		line << " [" << i << "] ";
		for(int j = 0; j < length; j++) {
			line << attributeName[j];
		}
		line << " @ index " << getAttributeLocation(attributeName);
		ofLogNotice("ofShader") << line.str();
		line.str("");
	}
	delete [] attributeName;
}
Example #3
0
void ofShader::setAttribute4fv(const string & name, const float* v, GLsizei stride) const{
	if(bLoaded){
		GLint location = getAttributeLocation(name);
		if (location != -1) {
			glVertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, stride, v);
			glEnableVertexAttribArray(location);
		}
	}
}
Example #4
0
std::vector<GLint> Program::getAttributeLocations(const std::vector<std::string> & names) const
{
    std::vector<GLint> locations(names.size());
    for (unsigned i = 0; i<names.size(); ++i)
    {
        locations[i] = getAttributeLocation(names[i]);
    }
    return locations;
}
Example #5
0
    /** Disable an attribute */
	void GLShaderProgram::disableAttribute(const char* name)
	{
		GLint location = getAttributeLocation(name);

		if (location == -1)
		{
			fprintf(stderr, "Attempt to disable nonexistent attribute: %s\n", name);
		}
		else
		{
			glEnableVertexAttribArray(location);
		}
	}
Example #6
0
bool GLWidget::lineShader::bind(){
	const bool b = PG::GL::Shader::bind();
	if(!b) return false;
	PG::GL::Shader::apply();
    vertexLoc = getAttributeLocation("vertex");

    modelMatrixLoc = getUniformLocation("modelMatrix");
    projectionMatrixLoc = getUniformLocation("projectionMatrix");
    viewMatrixLoc = getUniformLocation("viewMatrix");
    PG::GL::Shader::release();

    return true;
}
Example #7
0
bool GLWidget::spriteShader::bind(){
	const bool b = PG::GL::Shader::bind();
	if(!b) return false;
	PG::GL::Shader::apply();
    vertexLoc = getAttributeLocation("vertex");
    normalLoc = getAttributeLocation("normal");
    uvLoc = getAttributeLocation("uv");

    modelMatrixLoc = getUniformLocation("modelMatrix");
    projectionMatrixLoc = getUniformLocation("projectionMatrix");
    viewMatrixLoc = getUniformLocation("viewMatrix");
    idtextureLoc = getUniformLocation("idtexture");
    colorTableLoc = getUniformLocation("colorTable");

    spriteSizeLoc = getUniformLocation("spriteSize");
    startLoc = getUniformLocation("start");
    sizeLoc = getUniformLocation("size");
    mirrorLoc = getUniformLocation("mirror");
    colorTableStartLoc = getUniformLocation("colortableStart");

    PG::GL::Shader::release();
    return true;
}
Example #8
0
void ofxShader::printActiveAttributes() {
	GLint numAttributes = 0;
	glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttributes);
	cout << numAttributes << " attributes:" << endl;
	
	GLint attributeMaxLength = 0;
	glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &attributeMaxLength);
	
	GLint count = -1;
	GLenum type = 0;
	GLchar* attributeName = new GLchar[attributeMaxLength];
	for(GLint i = 0; i < numAttributes; i++) {
		GLsizei length;
		glGetActiveAttrib(program, i, attributeMaxLength, &length, &count, &type, attributeName);
		cout << " [" << i << "] ";
		for(int j = 0; j < length; j++)
			cout <<attributeName[j];
		cout << " @ index " << getAttributeLocation(attributeName) << endl;
	}
	delete [] attributeName;
}
Example #9
0
int main(int argc, char ** argv)
{
   initGlutAndCreateWindow(argc, argv);
   initGlew();

   // compile and link shader programs, also sets program global variable
   openGLProgramObject = compileShaders();

   // get location/handle for coord variable in the vertex shader
   coordAttribute = getAttributeLocation("coord");

   // set the render function to continually call in the main loop
   glutDisplayFunc(render);

   // glClearColor only sets state, does not actually clear anything
   glClearColor(1.0f, 0.0f, 0.0f, 1.0f);

   // done with setup, now constantly loop and call render function
   glutMainLoop();

   return 1;
}
void Shader::setVector3Attribute(const std::string& _name, float _v1, float _v2, float _v3) const
{
	assert(programObj_ != 0);
	glVertexAttrib4f(getAttributeLocation(_name.c_str()), _v1, _v2, _v3, 1);
}
void Shader::setFloatAttribute(const std::string& _name, float _f) const
{
	assert(programObj_ != 0);
	glVertexAttrib1f(getAttributeLocation(_name.c_str()), _f);
}