JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL40_nglUniformMatrix4x3dv(JNIEnv *__env, jclass clazz, jint location, jint count, jboolean transpose, jlong valueAddress, jlong __functionAddress) { const GLdouble *value = (const GLdouble *)(intptr_t)valueAddress; glUniformMatrix4x3dvPROC glUniformMatrix4x3dv = (glUniformMatrix4x3dvPROC)(intptr_t)__functionAddress; UNUSED_PARAMS(__env, clazz) glUniformMatrix4x3dv(location, count, transpose, value); }
void kore::BindUniform::doExecute(void) const { if(!_componentUniform) { Log::getInstance()->write("[ERROR] Uniform binding undefined"); return; } GLerror::gl_ErrorCheckStart(); _renderManager-> useShaderProgram(_shaderUniform->shader->getProgramLocation()); switch (_componentUniform->type) { case GL_FLOAT: glUniform1fv(_shaderUniform->location, _componentUniform->size, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_VEC2: glUniform2fv(_shaderUniform->location, _componentUniform->size, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_VEC3: glUniform3fv(_shaderUniform->location, _componentUniform->size, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_VEC4: glUniform4fv(_shaderUniform->location, _componentUniform->size, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_DOUBLE: glUniform1d(_shaderUniform->location, *static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_VEC2: glUniform2dv(_shaderUniform->location, _componentUniform->size, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_VEC3: glUniform3dv(_shaderUniform->location, _componentUniform->size, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_VEC4: glUniform4dv(_shaderUniform->location, _componentUniform->size, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_BOOL: case GL_INT: glUniform1i(_shaderUniform->location, *static_cast<GLint*>(_componentUniform->data)); break; case GL_BOOL_VEC2: case GL_INT_VEC2: glUniform2iv(_shaderUniform->location, _componentUniform->size, static_cast<GLint*>(_componentUniform->data)); break; case GL_BOOL_VEC3: case GL_INT_VEC3: glUniform3iv(_shaderUniform->location, _componentUniform->size, static_cast<GLint*>(_componentUniform->data)); break; case GL_BOOL_VEC4: case GL_INT_VEC4: glUniform4iv(_shaderUniform->location, _componentUniform->size, static_cast<GLint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT: glUniform1ui(_shaderUniform->location, *static_cast<GLuint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT_VEC2: glUniform2uiv(_shaderUniform->location, _componentUniform->size, static_cast<GLuint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT_VEC3: glUniform3uiv(_shaderUniform->location, _componentUniform->size, static_cast<GLuint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT_VEC4: glUniform4uiv(_shaderUniform->location, _componentUniform->size, static_cast<GLuint*>(_componentUniform->data)); break; case GL_FLOAT_MAT2: glUniformMatrix2fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT3: glUniformMatrix3fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT4: glUniformMatrix4fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT2x3: glUniformMatrix2x3fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT2x4: glUniformMatrix2x4fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT3x2: glUniformMatrix3x2fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT3x4: glUniformMatrix3x4fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT4x2: glUniformMatrix4x2fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT4x3: glUniformMatrix3x4fv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_DOUBLE_MAT2: glUniformMatrix2dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT3: glUniformMatrix3dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT4: glUniformMatrix4dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT2x3: glUniformMatrix2x3dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT2x4: glUniformMatrix2x4dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT3x2: glUniformMatrix3x2dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT3x4: glUniformMatrix3x4dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT4x2: glUniformMatrix4x2dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT4x3: glUniformMatrix4x3dv(_shaderUniform->location, _componentUniform->size, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; // Note(dlazarek): Currently, we handle texture-bindings outside of // Uniform-bindigs for sorting and performance-reasons. case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_1D_ARRAY: case GL_SAMPLER_2D_ARRAY: case GL_SAMPLER_1D_ARRAY_SHADOW: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_2D_MULTISAMPLE: case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_SAMPLER_BUFFER: case GL_SAMPLER_2D_RECT: case GL_SAMPLER_2D_RECT_SHADOW: case GL_INT_SAMPLER_1D: case GL_INT_SAMPLER_2D: case GL_INT_SAMPLER_3D: case GL_INT_SAMPLER_CUBE: case GL_INT_SAMPLER_1D_ARRAY: case GL_INT_SAMPLER_2D_ARRAY: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_INT_SAMPLER_BUFFER: case GL_INT_SAMPLER_2D_RECT: case GL_UNSIGNED_INT_SAMPLER_1D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_UNSIGNED_INT_SAMPLER_BUFFER: case GL_UNSIGNED_INT_SAMPLER_2D_RECT: //glActiveTexture(GL_TEXTURE0 + _componentUniform->texUnit); //glProgramUniform1i(_shaderID, _shaderUniform->location, _componentUniform->texUnit); kore::Log::getInstance()->write("[ERROR] sampler type was adressed" "as uniform"); break; /* break; case GL_IMAGE_1D: break; case GL_IMAGE_2D: break; case GL_IMAGE_3D: break; case GL_IMAGE_2D_RECT: break; case GL_IMAGE_CUBE: break; case GL_IMAGE_BUFFER: break; case GL_IMAGE_1D_ARRAY: break; case GL_IMAGE_2D_ARRAY: break; case GL_IMAGE_2D_MULTISAMPLE: break; case GL_IMAGE_2D_MULTISAMPLE_ARRAY: break; case GL_INT_IMAGE_1D: break; case GL_INT_IMAGE_2D: break; case GL_INT_IMAGE_3D: break; case GL_INT_IMAGE_2D_RECT: break; case GL_INT_IMAGE_CUBE: break; case GL_INT_IMAGE_BUFFER: break; case GL_INT_IMAGE_1D_ARRAY: break; case GL_INT_IMAGE_2D_ARRAY: break; case GL_INT_IMAGE_2D_MULTISAMPLE: break; case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY: break; case GL_UNSIGNED_INT_IMAGE_1D: break; case GL_UNSIGNED_INT_IMAGE_2D: break; case GL_UNSIGNED_INT_IMAGE_3D: break; case GL_UNSIGNED_INT_IMAGE_2D_RECT: break; case GL_UNSIGNED_INT_IMAGE_CUBE: break; case GL_UNSIGNED_INT_IMAGE_BUFFER: break; case GL_UNSIGNED_INT_IMAGE_1D_ARRAY: break; case GL_UNSIGNED_INT_IMAGE_2D_ARRAY: break; case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE: break; case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY: break; */ default: kore::Log::getInstance()->write("[ERROR] Unknown uniform binding\n"); break; } GLerror::gl_ErrorCheckFinish("BindUniformOperation: " + _shaderUniform->name); }
//----------------------------------------------------------------------- void GLSLLinkProgram::updateUniforms(GpuProgramParametersSharedPtr params, uint16 mask, GpuProgramType fromProgType) { // Iterate through uniform reference list and update uniform values GLUniformReferenceIterator currentUniform = mGLUniformReferences.begin(); GLUniformReferenceIterator endUniform = mGLUniformReferences.end(); // determine if we need to transpose matrices when binding int transpose = GL_TRUE; if ((fromProgType == GPT_FRAGMENT_PROGRAM && mVertexProgram && (!mVertexProgram->getGLSLProgram()->getColumnMajorMatrices())) || (fromProgType == GPT_VERTEX_PROGRAM && mFragmentProgram && (!mFragmentProgram->getGLSLProgram()->getColumnMajorMatrices())) || (fromProgType == GPT_GEOMETRY_PROGRAM && mGeometryProgram && (!mGeometryProgram->getGLSLProgram()->getColumnMajorMatrices())) || (fromProgType == GPT_HULL_PROGRAM && mHullProgram && (!mHullProgram->getGLSLProgram()->getColumnMajorMatrices())) || (fromProgType == GPT_DOMAIN_PROGRAM && mDomainProgram && (!mDomainProgram->getGLSLProgram()->getColumnMajorMatrices())) || (fromProgType == GPT_COMPUTE_PROGRAM && mComputeProgram && (!mComputeProgram->getGLSLProgram()->getColumnMajorMatrices()))) { transpose = GL_FALSE; } for (;currentUniform != endUniform; ++currentUniform) { // Only pull values from buffer it's supposed to be in (vertex or fragment) // This method will be called twice, once for vertex program params, // and once for fragment program params. if (fromProgType == currentUniform->mSourceProgType) { const GpuConstantDefinition* def = currentUniform->mConstantDef; if (def->variability & mask) { GLsizei glArraySize = (GLsizei)def->arraySize; // Get the index in the parameter real list switch (def->constType) { case GCT_FLOAT1: OGRE_CHECK_GL_ERROR(glUniform1fv(currentUniform->mLocation, glArraySize, params->getFloatPointer(def->physicalIndex))); break; case GCT_FLOAT2: OGRE_CHECK_GL_ERROR(glUniform2fv(currentUniform->mLocation, glArraySize, params->getFloatPointer(def->physicalIndex))); break; case GCT_FLOAT3: OGRE_CHECK_GL_ERROR(glUniform3fv(currentUniform->mLocation, glArraySize, params->getFloatPointer(def->physicalIndex))); break; case GCT_FLOAT4: OGRE_CHECK_GL_ERROR(glUniform4fv(currentUniform->mLocation, glArraySize, params->getFloatPointer(def->physicalIndex))); break; case GCT_DOUBLE1: OGRE_CHECK_GL_ERROR(glUniform1dv(currentUniform->mLocation, glArraySize, params->getDoublePointer(def->physicalIndex))); break; case GCT_DOUBLE2: OGRE_CHECK_GL_ERROR(glUniform2dv(currentUniform->mLocation, glArraySize, params->getDoublePointer(def->physicalIndex))); break; case GCT_DOUBLE3: OGRE_CHECK_GL_ERROR(glUniform3dv(currentUniform->mLocation, glArraySize, params->getDoublePointer(def->physicalIndex))); break; case GCT_DOUBLE4: OGRE_CHECK_GL_ERROR(glUniform4dv(currentUniform->mLocation, glArraySize, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_2X2: OGRE_CHECK_GL_ERROR(glUniformMatrix2dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_2X3: OGRE_CHECK_GL_ERROR(glUniformMatrix2x3dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_2X4: OGRE_CHECK_GL_ERROR(glUniformMatrix2x4dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_3X2: OGRE_CHECK_GL_ERROR(glUniformMatrix3x2dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_3X3: OGRE_CHECK_GL_ERROR(glUniformMatrix3dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_3X4: OGRE_CHECK_GL_ERROR(glUniformMatrix3x4dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_4X2: OGRE_CHECK_GL_ERROR(glUniformMatrix4x2dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_4X3: OGRE_CHECK_GL_ERROR(glUniformMatrix4x3dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_DOUBLE_4X4: OGRE_CHECK_GL_ERROR(glUniformMatrix4dv(currentUniform->mLocation, glArraySize, transpose, params->getDoublePointer(def->physicalIndex))); break; case GCT_MATRIX_2X2: OGRE_CHECK_GL_ERROR(glUniformMatrix2fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_2X3: OGRE_CHECK_GL_ERROR(glUniformMatrix2x3fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_2X4: OGRE_CHECK_GL_ERROR(glUniformMatrix2x4fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_3X2: OGRE_CHECK_GL_ERROR(glUniformMatrix3x2fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_3X3: OGRE_CHECK_GL_ERROR(glUniformMatrix3fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_3X4: OGRE_CHECK_GL_ERROR(glUniformMatrix3x4fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_4X2: OGRE_CHECK_GL_ERROR(glUniformMatrix4x2fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_4X3: OGRE_CHECK_GL_ERROR(glUniformMatrix4x3fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_MATRIX_4X4: OGRE_CHECK_GL_ERROR(glUniformMatrix4fv(currentUniform->mLocation, glArraySize, transpose, params->getFloatPointer(def->physicalIndex))); break; case GCT_INT1: OGRE_CHECK_GL_ERROR(glUniform1iv(currentUniform->mLocation, glArraySize, (GLint*)params->getIntPointer(def->physicalIndex))); break; case GCT_INT2: OGRE_CHECK_GL_ERROR(glUniform2iv(currentUniform->mLocation, glArraySize, (GLint*)params->getIntPointer(def->physicalIndex))); break; case GCT_INT3: OGRE_CHECK_GL_ERROR(glUniform3iv(currentUniform->mLocation, glArraySize, (GLint*)params->getIntPointer(def->physicalIndex))); break; case GCT_INT4: OGRE_CHECK_GL_ERROR(glUniform4iv(currentUniform->mLocation, glArraySize, (GLint*)params->getIntPointer(def->physicalIndex))); break; case GCT_SAMPLER1D: case GCT_SAMPLER1DSHADOW: case GCT_SAMPLER2D: case GCT_SAMPLER2DSHADOW: case GCT_SAMPLER2DARRAY: case GCT_SAMPLER3D: case GCT_SAMPLERCUBE: case GCT_SAMPLERRECT: // Samplers handled like 1-element ints OGRE_CHECK_GL_ERROR(glUniform1iv(currentUniform->mLocation, 1, (GLint*)params->getIntPointer(def->physicalIndex))); break; case GCT_SUBROUTINE: case GCT_UNKNOWN: break; } // End switch } // Variability & mask } // fromProgType == currentUniform->mSourceProgType } // End for }