Exemple #1
0
 void Shader::setUniform(const std::string & uniformName, float value)
 {
     if (m_uniforms_locations.count(uniformName))
     {
         glProgramUniform1f(m_program_id, m_uniforms_locations[uniformName], value);
     }
     else
     {
         if (getUniformLocation(uniformName))
         {
             glProgramUniform1f(m_program_id, m_uniforms_locations[uniformName], value);
         }
     }
 }
Exemple #2
0
void Material::Bind()
{
	glUseProgram(program);
	for (std::unordered_map<std::string, Texture2D*>::iterator it = textures.begin(); it != textures.end(); ++it)
	{
		it->second->Bind();
	}
	for (std::unordered_map<std::string, ShaderVariable>::iterator it = uniforms.begin(); it != uniforms.end(); ++it)
	{
		ShaderVariable v = it->second;
		switch (v.size)
		{
		case 1:
			glProgramUniform1f(program, v.index, data[v.offset]);
			break;
		case 2:
			glProgramUniform2f(program, v.index, data[v.offset], data[v.offset + 1]);
			break;
		case 3:
			glProgramUniform3f(program, v.index, data[v.offset], data[v.offset + 1], data[v.offset + 2]);
			break;
		case 4:
			glProgramUniform4f(program, v.index, data[v.offset], data[v.offset + 1], data[v.offset + 2], data[v.offset + 3]);
			break;
		case 16:
			glProgramUniformMatrix4fv(program, v.index, 1, GL_TRUE, &data[v.offset]);
			break;
		}
	}
}
Exemple #3
0
void
ShaderProgram::setUniform(const char* param, float val)
{
  unsigned int loc = getUniformLocation(param);
  //  gl_check(glUniform1f(m_programId, loc, val));
  gl_check(glProgramUniform1f(m_programId, loc, val));
}
Exemple #4
0
void shader_setfloat(shader_t shader, sparam_t param, float val)
{
	if (matching_shader(shader, param)) {
		glProgramUniform1f(shader->program, param->param, val);
		gl_success("glProgramUniform1f");
	}
}
Exemple #5
0
void 
VSShaderLib::setUniform(std::string name, float value) {

	float val = value;
	myUniforms u = pUniforms[name];
	glProgramUniform1f(pProgram, u.location, val);
}
Exemple #6
0
void Material::SetFloat(std::string name, float& value)
{
	int location = glGetUniformLocation(program, name.c_str());
	if (location == -1)
	{
		//std::cout << "Attempt made to set invalid uniform variable: " << name << std::endl;
	}
	glProgramUniform1f(program, location, value);
}
void 
VSShaderLib::setUniform(std::string name, float value) {

//	assert(pUniforms.count(name) != 0);

	float val = value;
	myUniforms u = pUniforms[name];
	glProgramUniform1f(pProgram, u.location, val);
}
	//--------------------------------------------------------------------------
	void PostProcessor::Draw(			const Texture2D& _colorTex,
										float _toneExposure,
										const RenderTarget& _renderTarget)
	{
		glUseProgram(toneMapping.program.id);
		glProgramUniform1f(toneMapping.program.id, toneMapping.exposureVar, _toneExposure);
		_colorTex.Bind(toneMapping.colorTexUnit);
		_renderTarget.Draw();
	}
void TransitionTriangulation::configurePrograms()
{
	glProgramUniform3f (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_SCENE_SIZE],
                            Parameters::getInstance()->g_geometry.scale[0], Parameters::getInstance()->g_geometry.scale[1], Parameters::getInstance()->g_geometry.scale[2]);
        glProgramUniform2f (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_VIEWPORT],
                            Parameters::getInstance()->g_window.width, Parameters::getInstance()->g_window.height);
        glProgramUniform1f (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_TAN_FOVY],
                            tanf (Parameters::getInstance()->g_camera.fovy / 360.f * 3.14159f));
        glProgramUniform1f(Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_SCALE],
                            Parameters::getInstance()->g_scale);
        glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_DENSITY],
                            TEXTURE_DENSITY);
	glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_CODE_CLASS_TR],
                            TEXTURE_CODE_CLASS_TR);
	glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_CODE_VERTICES_TR],
                            TEXTURE_CODE_VERTICES_TR);
	glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_CLASS_TRIANGLES_TR],
                            TEXTURE_CLASS_TRIANGLES_TR);
	glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_TESSEL],
			    (int)Parameters::getInstance()->g_tessel);
        glProgramUniform1f(Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_ISOSURFACE],
                            0);//Parameters::getInstance()->g_isosurface);
	glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
			    Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_FROMTEXTURE],
                            1);//Parameters::getInstance()->g_fromtexture);
	glProgramUniform1i (Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_METRIC],
                            0);//Parameters::getInstance()->g_radial_length);
	glProgramUniform1f(Parameters::getInstance()->g_programs[PROGRAM_TRANSITION_DRAW],
                            Parameters::getInstance()->g_uniform_locations[LOCATION_TRANSITION_TIME],
                            Parameters::getInstance()->g_time_elapsed);
}
Exemple #10
0
	//[-------------------------------------------------------]
	//[ Public virtual Renderer::IProgram methods             ]
	//[-------------------------------------------------------]
	void ProgramMonolithicDsa::setUniform1f(handle uniformHandle, float value)
	{
		if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access())
		{
			glProgramUniform1f(mOpenGLProgram, static_cast<GLint>(uniformHandle), value);
		}
		else
		{
			glProgramUniform1fEXT(mOpenGLProgram, static_cast<GLint>(uniformHandle), value);
		}
	}
Exemple #11
0
	//[-------------------------------------------------------]
	//[ Public virtual Renderer::IProgram methods             ]
	//[-------------------------------------------------------]
	void ProgramSeparateDsa::setUniform1f(handle uniformHandle, float value)
	{
		if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access())
		{
			glProgramUniform1f(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), value);
		}
		else
		{
			glProgramUniform1fEXT(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), value);
		}
	}
Exemple #12
0
void draw(GLuint program, GLfloat* triangle, GLuint vertexbuffer) {
		glUseProgram(program);
		GLuint scaleID = glGetUniformLocation(program, "scale");
		
		glBufferData(GL_ARRAY_BUFFER, NUMBER_OF_VERTEX * sizeof(triangle), triangle, GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);

		glProgramUniform1f(program, scaleID, scale);

		glDrawArrays(GL_TRIANGLES, 0, 3);
}
Exemple #13
0
	void Shader::SendFloat(int location, float value) const
	{
		if (location == -1)
			return;

		if (glProgramUniform1f)
			glProgramUniform1f(m_program, location, value);
		else
		{
			OpenGL::BindProgram(m_program);
			glUniform1f(location, value);
		}
	}
Exemple #14
0
void
program::set_uniform1f(char const* varname, GLfloat v0) const
{
  GLint location = get_uniform_location(varname);

  if (location >= 0) 
  {
#if GPUCAST_GL_DIRECT_STATE_ACCESS
    glProgramUniform1f(id_, location, v0);
#else 
    glUniform1f(location, v0);
#endif
  } 
}
Exemple #15
0
void RenderCB(GlRunner *runner)
{
	glClearColor(0.2, 0.1, 0.2, 0.0);
	glClearDepthf(1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	clock_t current_time = clock();
	float delta = 0.00001*(current_time-start_time);

	glProgramUniform1f(VS, glGetUniformLocation(VS, "uTime"), delta);

	glProgramUniform4f(FS, glGetUniformLocation(FS, "uColor"), 1.0, 0.0, 0.0, 0.0);
	glDrawArrays(GL_POINTS, 0, xmesh*ymesh);

	glProgramUniform4f(FS, glGetUniformLocation(FS, "uColor"), 1.0, 1.0, 0.0, 0.0);
	glDrawElements(GL_TRIANGLE_STRIP, xmesh*(ymesh-1)*2, GL_UNSIGNED_INT, (void*)0);
}
Exemple #16
0
GLUniform::GLUniform(const char* name, GLuint program, int size, const char* type) : GLNode(name)
{
    this->location = glGetUniformLocation(program, name);
    if(size == 1 && std::string(type) == std::string("i") )
        glProgramUniform1i(program, this->location, 0);
    else if(size == 1 && std::string(type) == std::string("f") )
        glProgramUniform1f(program, this->location, 0);
    else if(size == 2 && std::string(type) == std::string("f") )
        glProgramUniform2f(program, this->location, 0, 0);
    else if(size == 3 && std::string(type) == std::string("f") )
        glProgramUniform3f(program, this->location, 0, 0, 0);
    else if(size == 3 && std::string(type) == std::string("f") )
        glProgramUniform3f(program, this->location, 0, 0, 0);
    else if(size == 4 && std::string(type) == std::string("f") )
        glProgramUniform4f(program, this->location, 0, 0, 0, 0);
    this->id = UINT_MAX;

}
Exemple #17
0
void renderVis(double peak)
{
	double transition = 0.0;
	time++;
	totaltime++;
	if(time > SHADER_TIME){
		active++;
		if(active == SHADER_AMOUNT){
			active = 0;
		}

		time = 0;
	}

	if(time <= TRANSITION_TIME){
		transition = 1.0 - time / TRANSITION_TIME;

		int prev = active > 0 ? active - 1 : SHADER_AMOUNT - 1;
		
		glUseProgram(progs[prev].program);

		glClearColor(0, 0, 0, 1);
		glClear(GL_COLOR_BUFFER_BIT);

		glProgramUniform1f(progs[prev].program, progs[prev].peak, peak);
		glProgramUniform1f(progs[prev].program, progs[prev].transition, 0);
		glProgramUniform1f(progs[prev].program, progs[prev].time, totaltime);
		glProgramUniform2f(progs[prev].program, progs[prev].size, width, height);
		glProgramUniform1i(progs[prev].program, progs[prev].texture, 0);

		glBindVertexArray(vao);
		glDrawArrays(GL_TRIANGLES, 0, 6);
		glBindVertexArray(0);

		glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, width, height, 0);

		glUseProgram(progs[active].program);
		glProgramUniform1i(progs[active].program, progs[active].texture, 0);
	}

	glClearColor(0, 0, 0, 1);
	glClear(GL_COLOR_BUFFER_BIT);

	glProgramUniform1f(progs[active].program, progs[active].peak, peak);
	glProgramUniform1f(progs[active].program, progs[active].transition, transition);
	glProgramUniform1f(progs[active].program, progs[active].time, totaltime);
	glProgramUniform2f(progs[active].program, progs[active].size, width, height);

	glBindVertexArray(vao);
	glDrawArrays(GL_TRIANGLES, 0, 6);
	glBindVertexArray(0);
}
Exemple #18
0
void pass(int width, int height, PassType type)
{
	glClear(GL_DEPTH_BUFFER_BIT);
	glClear(GL_COLOR_BUFFER_BIT);

	glProgramUniform1f(gs.program, COLOR, gs.color);

	//gs.lightPosition = glm::vec3(sin(gs.time / 10) * 1.5, cos(gs.time / 10) * 1.5, 3.5);
	glProgramUniform3fv(gs.program, LIGHT, 1, &gs.lightPosition[0]);

	switch (type)
	{
	case PassType::light:
		{
			glm::mat4 perspective = glm::perspective(45.0, (double)width / (double)height, 1.0, 100.0);
			glm::mat4 lookAt = glm::lookAt(gs.lightPosition, glm::vec3(0, 0, 0), glm::vec3(0, 0, 1));
			gs.mat = perspective*lookAt;
			gs.matLight = gs.mat;
			break;
		}
	default:
	case PassType::mainCamera:
		{
			glm::mat4 perspective = glm::perspective(45.0, (double)width / (double)height, 1.0, 100.0);
			//glm::mat4 lookAt = glm::lookAt(glm::vec3(3.5, 3.5, 2.5), glm::vec3(0, 0, 0), glm::vec3(0, 0, 1));
			glm::mat4 lookAt = glm::lookAt(glm::vec3(sin(gs.time / 10)*5.0, cos(gs.time / 10)*5.0, 1.5), glm::vec3(0, 0, 0), glm::vec3(0, 0, 1));
			gs.mat = perspective*lookAt;
			break;
		}
	}

	glProgramUniformMatrix4fv(gs.program, MATRIX, 1, false, &gs.mat[0][0]);
	glProgramUniformMatrix4fv(gs.program, MATRIXLIGHT, 1, false, &gs.matLight[0][0]);

	glUseProgram(gs.program);
	glBindVertexArray(gs.vao);

	{
		glDrawArrays(GL_TRIANGLES, 0, gs.bufferSize);
	}

	glBindVertexArray(0);
	glUseProgram(0);
}
Exemple #19
0
    void ShaderProgram::setUniform(const std::string& name, float value)
    {
        if(!ext::separateShaderObjects()) //If we can't do uniforms without binding
        {
            //Get the currently-bound program and bind this program
            auto previous = getBound();
            bind();

            //Set the uniform
            glCheck(glUniform1f(uniformLocation(name), value));

            //Set the previous program back
            glCheck(glUseProgram(previous));
        }
        else //If we can do uniforms without binding
        {
            //Set the uniform with this program
            glCheck(glProgramUniform1f(program_, uniformLocation(name), value));
        }
    }
Exemple #20
0
void RenderCB(GlRunner *runner)
{
	glClearColor(0.0, 0.0, 0.0, 1.0);
	glClearDepthf(1.0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// fix point light location, and move ground instead
	model_mat = glm::translate(glm::vec3(roam_x, roam_y, roam_z));

	glProgramUniformMatrix4fv(VS, glGetUniformLocation(VS, "uModel"), 1, GL_FALSE, &model_mat[0][0]);
	glProgramUniformMatrix4fv(VS, glGetUniformLocation(VS, "uView"), 1, GL_FALSE, &view_mat[0][0]);
	glProgramUniformMatrix4fv(VS, glGetUniformLocation(VS, "uProj"), 1, GL_FALSE, &proj_mat[0][0]);

	glProgramUniform3fv(FS, glGetUniformLocation(FS, "uLightLoc"), 1, &light_loc[0]);

	glProgramUniform3fv(FS, glGetUniformLocation(FS, "uAntenna"), 1, &light_antenna[0]);

	glProgramUniform1f(FS, glGetUniformLocation(FS, "uRadians"), 3.1415926/6.0);

	glDrawArrays(GL_TRIANGLES, 0, 6);
}
void ParticleSystem::loadShaders()
{
    if (m_updateProg) {
        glDeleteProgram(m_updateProg);
        m_updateProg = 0;
    }

    glGenProgramPipelines( 1, &m_programPipeline);


    std::string src = loadShaderSourceWithUniformTag("shaders/uniforms.h", "shaders/particlesCS.glsl");
    m_updateProg = createShaderPipelineProgram(GL_COMPUTE_SHADER, src.c_str());

    glBindProgramPipeline(m_programPipeline);

    GLint loc = glGetUniformLocation(m_updateProg, "invNoiseSize");
    glProgramUniform1f(m_updateProg, loc, 1.0f / m_noiseSize);

    loc = glGetUniformLocation(m_updateProg, "noiseTex3D");
    glProgramUniform1i(m_updateProg, loc, 0);

    glBindProgramPipeline(0);
}
void ParticleSystem::update(float timeDelta)
{	
    static bool updated = false;
    if (!updated)
    {
        LOGI("ParticleSystem: First Update Time: %f", timeDelta);
        updated = true;
    }
    m_mcpolygonizer->generateMesh(m_pos, m_vel, timeDelta);

    // Invoke the compute shader to integrate the particles
    glBindProgramPipeline(m_programPipeline);

    glBindBufferBase( GL_SHADER_STORAGE_BUFFER, 1,  m_pos->getBuffer() );
    glBindBufferBase( GL_SHADER_STORAGE_BUFFER, 2,  m_vel->getBuffer() );

    // Update the timestep in the shaders
    GLuint loc = glGetUniformLocation(m_updateProg, "timeStep");
    glProgramUniform1f(m_updateProg, loc, timeDelta);

    uint xGroups = (m_size + (WORK_GROUP_SIZE - 1)) / WORK_GROUP_SIZE;
    glDispatchCompute(xGroups, 1, 1);
    
    // We need to block here on compute completion to ensure that the
    // computation is done before we render
    glMemoryBarrier( GL_SHADER_STORAGE_BARRIER_BIT );

    glBindBufferBase( GL_SHADER_STORAGE_BUFFER, 2,  0 );
    glBindBufferBase( GL_SHADER_STORAGE_BUFFER, 1,  0 );

	// Update the timestep in the shaders
	//GLuint loc = glGetUniformLocation(m_updateProg, "timeStep");
	//glProgramUniform1f(m_updateProg, loc, timeDelta);

    glBindProgramPipeline(0);
}
GLuint
OpenSubdivPtexShader::bindProgram(const MHWRender::MDrawContext &     mDrawContext,
                                  OpenSubdiv::OsdGLDrawContext *osdDrawContext,
                                  const OpenSubdiv::OsdPatchArray &   patch)
{

    CHECK_GL_ERROR("bindProgram begin\n");

    // Build shader
    Effect effect;
    effect.color = _enableColor;
    effect.occlusion = _enableOcclusion;
    effect.displacement = _enableDisplacement;
    effect.normal = _enableNormal;
    EffectDesc effectDesc( patch.desc, effect );
    EffectDrawRegistry::ConfigType *
    config = effectRegistry.GetDrawConfig(effectDesc);

    // Install shader
    GLuint program = config->program;
    glUseProgram(program);

    // Update and bind transform state
    struct Transform {
        float ModelViewMatrix[16];
        float ProjectionMatrix[16];
        float ModelViewProjectionMatrix[16];
    } transformData;
    setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx),
              transformData.ModelViewMatrix);
    setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx),
              transformData.ProjectionMatrix);
    setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx),
              transformData.ModelViewProjectionMatrix);

    if (!g_transformUB) {
        glGenBuffers(1, &g_transformUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
        glBufferData(GL_UNIFORM_BUFFER,
                     sizeof(transformData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
    glBufferSubData(GL_UNIFORM_BUFFER,
                    0, sizeof(transformData), &transformData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);

    // Update and bind tessellation state
    struct Tessellation {
        float TessLevel;
        int GregoryQuadOffsetBase;
        int PrimitiveIdBase;
    } tessellationData;

    tessellationData.TessLevel = static_cast<float>(1 << _tessFactor);
    tessellationData.GregoryQuadOffsetBase = patch.GetQuadOffsetBase;
    tessellationData.PrimitiveIdBase = patch.GetPatchIndex();;

    if (!g_tessellationUB) {
        glGenBuffers(1, &g_tessellationUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
        glBufferData(GL_UNIFORM_BUFFER,
                     sizeof(tessellationData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
    glBufferSubData(GL_UNIFORM_BUFFER,
                    0, sizeof(tessellationData), &tessellationData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    glBindBufferBase(GL_UNIFORM_BUFFER,
                     g_tessellationBinding,
                     g_tessellationUB);


#ifdef USE_NON_IMAGE_BASED_LIGHTING
    // Update and bind lighting state
    int numLights = mDrawContext.numberOfActiveLights();
    struct Lighting {
        struct Light {
            float position[4];
            float diffuse[4];
            float ambient[4];
            float specular[4];
        } lightSource[2];
    } lightingData;
    memset(&lightingData, 0, sizeof(lightingData));

    for (int i = 0; i < numLights && i < 1; ++i) {
        MFloatPointArray positions;
        MFloatVector direction;
        float intensity;
        MColor color;
        bool hasDirection, hasPosition;
        mDrawContext.getLightInformation(i, positions, direction, intensity,
                                         color, hasDirection, hasPosition);

        Lighting::Light &light = lightingData.lightSource[i];
        if (hasDirection) {
            light.position[0] = -direction[0];
            light.position[1] = -direction[1];
            light.position[2] = -direction[2];

            for (int j = 0; j < 4; ++j) {
                light.diffuse[j] = color[j] * intensity;
                light.ambient[j] = color[j] * intensity;
                light.specular[j] = color[j] * intensity;
            }
        }
    }

    if (!g_lightingUB) {
        glGenBuffers(1, &g_lightingUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
        glBufferData(GL_UNIFORM_BUFFER,
                     sizeof(lightingData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
    glBufferSubData(GL_UNIFORM_BUFFER,
                    0, sizeof(lightingData), &lightingData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB);
#endif

    GLint eye = glGetUniformLocation(program, "eyePositionInWorld");
    MPoint e = MPoint(0, 0, 0) *
               mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewInverseMtx);
    glProgramUniform3f(program, eye,
                       static_cast<float>(e.x),
                       static_cast<float>(e.y),
                       static_cast<float>(e.z));

    // update other uniforms
    float color[4] = { 0, 0, 0, 1 };
    _diffuse.get(color);
    glProgramUniform4fv(program,
                        glGetUniformLocation(program, "diffuseColor"),
                        1, color);
    _ambient.get(color);
    glProgramUniform4fv(program,
                        glGetUniformLocation(program, "ambientColor"),
                        1, color);
    _specular.get(color);
    glProgramUniform4fv(program,
                        glGetUniformLocation(program, "specularColor"),
                        1, color);

    glProgramUniform1f(program,
                       glGetUniformLocation(program, "fresnelBias"),
                       _fresnelBias);
    glProgramUniform1f(program,
                       glGetUniformLocation(program, "fresnelScale"),
                       _fresnelScale);
    glProgramUniform1f(program,
                       glGetUniformLocation(program, "fresnelPower"),
                       _fresnelPower);


    // Ptex bindings
    // color ptex
    if (effectRegistry.getPtexColorValid()) {
        GLint texData = glGetUniformLocation(program, "textureImage_Data");
        glProgramUniform1i(program, texData, CLR_TEXTURE_UNIT + 0);
        GLint texPacking = glGetUniformLocation(program, "textureImage_Packing");
        glProgramUniform1i(program, texPacking, CLR_TEXTURE_UNIT + 1);
        GLint texPages = glGetUniformLocation(program, "textureImage_Pages");
        glProgramUniform1i(program, texPages, CLR_TEXTURE_UNIT + 2);
    }

    // displacement ptex
    if (effectRegistry.getPtexDisplacementValid()) {
        GLint texData = glGetUniformLocation(program, "textureDisplace_Data");
        glProgramUniform1i(program, texData, DISP_TEXTURE_UNIT + 0);
        GLint texPacking = glGetUniformLocation(program, "textureDisplace_Packing");
        glProgramUniform1i(program, texPacking, DISP_TEXTURE_UNIT + 1);
        GLint texPages = glGetUniformLocation(program, "textureDisplace_Pages");
        glProgramUniform1i(program, texPages, DISP_TEXTURE_UNIT + 2);
    }

    // occlusion ptex
    if (effectRegistry.getPtexOcclusionValid()) {
        GLint texData = glGetUniformLocation(program, "textureOcclusion_Data");
        glProgramUniform1i(program, texData, OCC_TEXTURE_UNIT + 0);
        GLint texPacking = glGetUniformLocation(program, "textureOcclusion_Packing");
        glProgramUniform1i(program, texPacking, OCC_TEXTURE_UNIT + 1);
        GLint texPages = glGetUniformLocation(program, "textureOcclusion_Pages");
        glProgramUniform1i(program, texPages, OCC_TEXTURE_UNIT + 2);
    }

    // diffuse environment map
    if (effectRegistry.getDiffuseEnvironmentId() != 0) {
        GLint difmap = glGetUniformLocation(program, "diffuseEnvironmentMap");
        glProgramUniform1i(program, difmap, DIFF_TEXTURE_UNIT);
    }

    // specular environment map
    if (effectRegistry.getSpecularEnvironmentId() != 0) {
        GLint envmap = glGetUniformLocation(program, "specularEnvironmentMap");
        glProgramUniform1i(program, envmap, ENV_TEXTURE_UNIT);
    }

    glActiveTexture(GL_TEXTURE0);

    CHECK_GL_ERROR("bindProgram leave\n");

    return program;
}
Exemple #24
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void Shader::uniform1f(GLint location, float f) const
{
  glProgramUniform1f(id_, location, f);
}
Exemple #25
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void Shader::uniform1i(GLint location, int i) const
{
  glProgramUniform1f(id_, location, i);
}
Exemple #26
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void Variable::set(const float& value)
{
    glProgramUniform1f(program, location, value);
}
// #### bindProgram
//
//      Do all the work to build and install shader including
//      set up buffer blocks for uniform variables, set up
//      default lighting parameters, pass material uniforms
//      and bind texture buffers used by texture maps and by
//      OpenSubdiv's built-in shading code.
//
GLuint
OpenSubdivShader::bindProgram(const MHWRender::MDrawContext &     mDrawContext,
                                    OpenSubdiv::OsdGLDrawContext *osdDrawContext,
                              const OpenSubdiv::OsdDrawContext::PatchArray &   patch)
{

    CHECK_GL_ERROR("bindProgram begin\n");

    // Primitives are triangles for Loop subdivision, quads otherwise
    Effect effect = kFill;
    EffectDesc effectDesc( patch.GetDescriptor(), effect );

    // Build shader
    EffectDrawRegistry::ConfigType *
        config = g_effectRegistry.GetDrawConfig(effectDesc);

    // Install shader
    GLuint program = config->program;
    glUseProgram(program);

    // Update and bind transform state
    struct Transform {
        float ModelViewMatrix[16];
        float ProjectionMatrix[16];
        float ModelViewProjectionMatrix[16];
    } transformData;
    setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx),
              transformData.ModelViewMatrix);
    setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx),
              transformData.ProjectionMatrix);
    setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx),
              transformData.ModelViewProjectionMatrix);

    if (!g_transformUB) {
        glGenBuffers(1, &g_transformUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
        glBufferData(GL_UNIFORM_BUFFER,
                sizeof(transformData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
    glBufferSubData(GL_UNIFORM_BUFFER,
                0, sizeof(transformData), &transformData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);

    // Update and bind tessellation state
    struct Tessellation {
        float TessLevel;
    } tessellationData;

    tessellationData.TessLevel = static_cast<float>(1 << _tessFactor);

    if (!g_tessellationUB) {
        glGenBuffers(1, &g_tessellationUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
        glBufferData(GL_UNIFORM_BUFFER,
                sizeof(tessellationData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
    glBufferSubData(GL_UNIFORM_BUFFER,
                0, sizeof(tessellationData), &tessellationData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    glBindBufferBase(GL_UNIFORM_BUFFER,
                     g_tessellationBinding,
                     g_tessellationUB);


    // Update and bind lighting state
    int numLights = mDrawContext.numberOfActiveLights();
    struct Lighting {
        struct Light {
            float position[4];
            float diffuse[4];
            float ambient[4];
            float specular[4];
        } lightSource[2];
    } lightingData;
    memset(&lightingData, 0, sizeof(lightingData));

    for (int i = 0; i < numLights && i < 2; ++i) {
        MFloatPointArray positions;
        MFloatVector direction;
        float intensity;
        MColor color;
        bool hasDirection, hasPosition;
        mDrawContext.getLightInformation(i, positions, direction, intensity,
                                    color, hasDirection, hasPosition);

        MMatrix modelView = mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx);
        direction = MVector(direction) * modelView;

        Lighting::Light &light = lightingData.lightSource[i];
        if (hasDirection) {
            light.position[0] = -direction[0];
            light.position[1] = -direction[1];
            light.position[2] = -direction[2];

            for (int j = 0; j < 4; ++j) {
                light.diffuse[j] = color[j] * intensity;
                light.ambient[j] = color[j] * intensity;
                light.specular[j] = color[j] * intensity;
            }
        }
    }

    if (!g_lightingUB) {
        glGenBuffers(1, &g_lightingUB);
        glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
        glBufferData(GL_UNIFORM_BUFFER,
                sizeof(lightingData), NULL, GL_STATIC_DRAW);
    };
    glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
    glBufferSubData(GL_UNIFORM_BUFFER,
                0, sizeof(lightingData), &lightingData);
    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB);

    // Update other uniforms
    float color[4] = { 0, 0, 0, 1 };
    _diffuse.get(color);
    glProgramUniform4fv(program,
                        glGetUniformLocation(program, "diffuseColor"),
                        1, color);
    _ambient.get(color);
    glProgramUniform4fv(program,
                        glGetUniformLocation(program, "ambientColor"),
                        1, color);
    _specular.get(color);
    glProgramUniform4fv(program,
                        glGetUniformLocation(program, "specularColor"),
                        1, color);
    glProgramUniform1f(program,
                       glGetUniformLocation(program, "shininess"),
                       _shininess);

    // Bind diffuse map
    if (g_effectRegistry.getDiffuseId()!=0) {
        GLint difmap = glGetUniformLocation(program, "diffuseMap");
        glProgramUniform1i(program, difmap, DIFF_TEXTURE_UNIT);
    }

    // Bind all texture buffers
    //      OpenSubdiv's geometric shading code depends on additional 
    //      GL texture buffers. These are managed by the DrawContext 
    //      and must be bound for use by the program in addition to 
    //      any buffers used by the client/application shading code.
    if (osdDrawContext->GetVertexTextureBuffer()) {
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_BUFFER,
                      osdDrawContext->GetVertexTextureBuffer());
    }
    if (osdDrawContext->GetVertexValenceTextureBuffer()) {
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_BUFFER,
                      osdDrawContext->GetVertexValenceTextureBuffer());
    }
    if (osdDrawContext->GetQuadOffsetsTextureBuffer()) {
        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_BUFFER,
                      osdDrawContext->GetQuadOffsetsTextureBuffer());
    }
    if (osdDrawContext->GetPatchParamTextureBuffer()) {
        glActiveTexture(GL_TEXTURE3);
        glBindTexture(GL_TEXTURE_BUFFER,
                      osdDrawContext->GetPatchParamTextureBuffer());
    }
    if (osdDrawContext->GetFvarDataTextureBuffer()) {
        glActiveTexture(GL_TEXTURE4);
        glBindTexture(GL_TEXTURE_BUFFER, 
                      osdDrawContext->GetFvarDataTextureBuffer() );
    }

    glActiveTexture(GL_TEXTURE0);

    CHECK_GL_ERROR("bindProgram leave\n");

    return program;
}
Exemple #28
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void GLSeparableProgram::setUniformFloat( GLint uniformLocation, float x )
{
    assert( isValid() );
    glProgramUniform1f( id(), uniformLocation, x );
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL41_nglProgramUniform1f(JNIEnv *env, jclass clazz, jint program, jint location, jfloat v0, jlong function_pointer) {
	glProgramUniform1fPROC glProgramUniform1f = (glProgramUniform1fPROC)((intptr_t)function_pointer);
	glProgramUniform1f(program, location, v0);
}
Exemple #30
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void ae3d::Shader::SetFloat( const char* name, float value )
{
    glProgramUniform1f( id, uniformLocations[ name ].i, value );
}