EXTERN_C_ENTER

JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL21_nglUniformMatrix2x3fv__IIZJ(JNIEnv *__env, jclass clazz, jint location, jint count, jboolean transpose, jlong valueAddress) {
    glUniformMatrix2x3fvPROC glUniformMatrix2x3fv = (glUniformMatrix2x3fvPROC)tlsGetFunction(545);
    intptr_t value = (intptr_t)valueAddress;
    UNUSED_PARAM(clazz)
    glUniformMatrix2x3fv(location, count, transpose, value);
}
Exemple #2
0
int main(int, char **)
{
    glGetStringi(GL_EXTENSIONS, 0);
    glReadBuffer(GL_COLOR_ATTACHMENT1);
    static GLfloat f[6];
    glUniformMatrix2x3fv(0, 0, GL_FALSE, f);
    glMapBufferRange(GL_ARRAY_BUFFER, 0, 0, GL_MAP_READ_BIT);

    return 0;
}
Exemple #3
0
 void Shader::setUniform<glm::mat2x3>(const std::string& name, const glm::mat2x3& data) {
   int prev_bound_program;
   glGetIntegerv(GL_CURRENT_PROGRAM, &prev_bound_program);
   if(name_to_location.count(name) == 0) {
     throw Exceptions::InvalidUniformNameException(name);
   }
   if(prev_bound_program != program_object)
     useProgram();
   glUniformMatrix2x3fv(name_to_location[name], 1, false, glm::value_ptr(data));
   if(prev_bound_program != program_object)
     glUseProgram(prev_bound_program);
 }
Exemple #4
0
void        
program::set_uniform_matrix2x3fv( char const* varname, GLsizei count, GLboolean transpose, GLfloat* value ) const
{
  GLint location = get_uniform_location(varname);

  if (location >= 0) 
  {
#if GPUCAST_GL_DIRECT_STATE_ACCESS
    glProgramUniformMatrix2x3fv(id_, location, count, transpose, value);
#else 
    glUniformMatrix2x3fv(location, count, transpose, value);
#endif
  }
}
Exemple #5
0
void GLSLProgram::setUniformMatrix2x3fv( const std::string & name, const GLfloat * value, const GLboolean transpose, const GLsizei count )
{
#ifdef __OPENGLES2__

	#pragma message("GLSLProgram::setUniformMatrix2x3fv(): not implemented in ES2")
	assert( false );

#else

	const GLint loc = getUniformLocation( name );
	assert( value != 0 );
	assert( count != 0 );

	if ( loc != -1 )	glUniformMatrix2x3fv( loc, count, transpose, value );

#endif	// #ifdef __OPENGLES2__
}
Exemple #6
0
uintptr_t processFn(struct fnargs* args, char* parg) {
	uintptr_t ret = 0;
	switch (args->fn) {
	case glfnUNDEFINED:
		abort(); // bad glfn
		break;
	case glfnActiveTexture:
		glActiveTexture((GLenum)args->a0);
		break;
	case glfnAttachShader:
		glAttachShader((GLint)args->a0, (GLint)args->a1);
		break;
	case glfnBindAttribLocation:
		glBindAttribLocation((GLint)args->a0, (GLint)args->a1, (GLchar*)args->a2);
		break;
	case glfnBindBuffer:
		glBindBuffer((GLenum)args->a0, (GLuint)args->a1);
		break;
	case glfnBindFramebuffer:
		glBindFramebuffer((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnBindRenderbuffer:
		glBindRenderbuffer((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnBindTexture:
		glBindTexture((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnBlendColor:
		glBlendColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnBlendEquation:
		glBlendEquation((GLenum)args->a0);
		break;
	case glfnBlendEquationSeparate:
		glBlendEquationSeparate((GLenum)args->a0, (GLenum)args->a1);
		break;
	case glfnBlendFunc:
		glBlendFunc((GLenum)args->a0, (GLenum)args->a1);
		break;
	case glfnBlendFuncSeparate:
		glBlendFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
		break;
	case glfnBlitFramebuffer:
		glBlitFramebuffer((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7, (GLbitfield)args->a8, (GLenum)args->a9);
		break;
	case glfnBufferData:
		glBufferData((GLenum)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg, (GLenum)args->a2);
		break;
	case glfnBufferSubData:
		glBufferSubData((GLenum)args->a0, (GLint)args->a1, (GLsizeiptr)args->a2, (GLvoid*)parg);
		break;
	case glfnCheckFramebufferStatus:
		ret = glCheckFramebufferStatus((GLenum)args->a0);
		break;
	case glfnClear:
		glClear((GLenum)args->a0);
		break;
	case glfnClearColor:
		glClearColor(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnClearDepthf:
		glClearDepthf(*(GLfloat*)&args->a0);
		break;
	case glfnClearStencil:
		glClearStencil((GLint)args->a0);
		break;
	case glfnColorMask:
		glColorMask((GLboolean)args->a0, (GLboolean)args->a1, (GLboolean)args->a2, (GLboolean)args->a3);
		break;
	case glfnCompileShader:
		glCompileShader((GLint)args->a0);
		break;
	case glfnCompressedTexImage2D:
		glCompressedTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLsizeiptr)args->a6, (GLvoid*)parg);
		break;
	case glfnCompressedTexSubImage2D:
		glCompressedTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLenum)args->a6, (GLsizeiptr)args->a7, (GLvoid*)parg);
		break;
	case glfnCopyTexImage2D:
		glCopyTexImage2D((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
		break;
	case glfnCopyTexSubImage2D:
		glCopyTexSubImage2D((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4, (GLint)args->a5, (GLint)args->a6, (GLint)args->a7);
		break;
	case glfnCreateProgram:
		ret = glCreateProgram();
		break;
	case glfnCreateShader:
		ret = glCreateShader((GLenum)args->a0);
		break;
	case glfnCullFace:
		glCullFace((GLenum)args->a0);
		break;
	case glfnDeleteBuffer:
		glDeleteBuffers(1, (const GLuint*)(&args->a0));
		break;
	case glfnDeleteFramebuffer:
		glDeleteFramebuffers(1, (const GLuint*)(&args->a0));
		break;
	case glfnDeleteProgram:
		glDeleteProgram((GLint)args->a0);
		break;
	case glfnDeleteRenderbuffer:
		glDeleteRenderbuffers(1, (const GLuint*)(&args->a0));
		break;
	case glfnDeleteShader:
		glDeleteShader((GLint)args->a0);
		break;
	case glfnDeleteTexture:
		glDeleteTextures(1, (const GLuint*)(&args->a0));
		break;
	case glfnDepthFunc:
		glDepthFunc((GLenum)args->a0);
		break;
	case glfnDepthMask:
		glDepthMask((GLboolean)args->a0);
		break;
	case glfnDepthRangef:
		glDepthRangef(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnDetachShader:
		glDetachShader((GLint)args->a0, (GLint)args->a1);
		break;
	case glfnDisable:
		glDisable((GLenum)args->a0);
		break;
	case glfnDisableVertexAttribArray:
		glDisableVertexAttribArray((GLint)args->a0);
		break;
	case glfnDrawArrays:
		glDrawArrays((GLenum)args->a0, (GLint)args->a1, (GLint)args->a2);
		break;
	case glfnDrawElements:
		glDrawElements((GLenum)args->a0, (GLint)args->a1, (GLenum)args->a2, (void*)args->a3);
		break;
	case glfnEnable:
		glEnable((GLenum)args->a0);
		break;
	case glfnEnableVertexAttribArray:
		glEnableVertexAttribArray((GLint)args->a0);
		break;
	case glfnFinish:
		glFinish();
		break;
	case glfnFlush:
		glFlush();
		break;
	case glfnFramebufferRenderbuffer:
		glFramebufferRenderbuffer((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3);
		break;
	case glfnFramebufferTexture2D:
		glFramebufferTexture2D((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint)args->a3, (GLint)args->a4);
		break;
	case glfnFrontFace:
		glFrontFace((GLenum)args->a0);
		break;
	case glfnGenBuffer:
		glGenBuffers(1, (GLuint*)&ret);
		break;
	case glfnGenFramebuffer:
		glGenFramebuffers(1, (GLuint*)&ret);
		break;
	case glfnGenRenderbuffer:
		glGenRenderbuffers(1, (GLuint*)&ret);
		break;
	case glfnGenTexture:
		glGenTextures(1, (GLuint*)&ret);
		break;
	case glfnGenerateMipmap:
		glGenerateMipmap((GLenum)args->a0);
		break;
	case glfnGetActiveAttrib:
		glGetActiveAttrib(
			(GLuint)args->a0,
			(GLuint)args->a1,
			(GLsizei)args->a2,
			NULL,
			(GLint*)&ret,
			(GLenum*)args->a3,
			(GLchar*)parg);
		break;
	case glfnGetActiveUniform:
		glGetActiveUniform(
			(GLuint)args->a0,
			(GLuint)args->a1,
			(GLsizei)args->a2,
			NULL,
			(GLint*)&ret,
			(GLenum*)args->a3,
			(GLchar*)parg);
		break;
	case glfnGetAttachedShaders:
		glGetAttachedShaders((GLuint)args->a0, (GLsizei)args->a1, (GLsizei*)&ret, (GLuint*)parg);
		break;
	case glfnGetAttribLocation:
		ret = glGetAttribLocation((GLint)args->a0, (GLchar*)args->a1);
		break;
	case glfnGetBooleanv:
		glGetBooleanv((GLenum)args->a0, (GLboolean*)parg);
		break;
	case glfnGetBufferParameteri:
		glGetBufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetFloatv:
		glGetFloatv((GLenum)args->a0, (GLfloat*)parg);
		break;
	case glfnGetIntegerv:
		glGetIntegerv((GLenum)args->a0, (GLint*)parg);
		break;
	case glfnGetError:
		ret = glGetError();
		break;
	case glfnGetFramebufferAttachmentParameteriv:
		glGetFramebufferAttachmentParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLint*)&ret);
		break;
	case glfnGetProgramiv:
		glGetProgramiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetProgramInfoLog:
		glGetProgramInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
		break;
	case glfnGetRenderbufferParameteriv:
		glGetRenderbufferParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetShaderiv:
		glGetShaderiv((GLint)args->a0, (GLenum)args->a1, (GLint*)&ret);
		break;
	case glfnGetShaderInfoLog:
		glGetShaderInfoLog((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
		break;
	case glfnGetShaderPrecisionFormat:
		glGetShaderPrecisionFormat((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg, &((GLint*)parg)[2]);
		break;
	case glfnGetShaderSource:
		glGetShaderSource((GLuint)args->a0, (GLsizei)args->a1, 0, (GLchar*)parg);
		break;
	case glfnGetString:
		ret = (uintptr_t)glGetString((GLenum)args->a0);
		break;
	case glfnGetTexParameterfv:
		glGetTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
		break;
	case glfnGetTexParameteriv:
		glGetTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
		break;
	case glfnGetUniformfv:
		glGetUniformfv((GLuint)args->a0, (GLint)args->a1, (GLfloat*)parg);
		break;
	case glfnGetUniformiv:
		glGetUniformiv((GLuint)args->a0, (GLint)args->a1, (GLint*)parg);
		break;
	case glfnGetUniformLocation:
		ret = glGetUniformLocation((GLint)args->a0, (GLchar*)args->a1);
		break;
	case glfnGetVertexAttribfv:
		glGetVertexAttribfv((GLuint)args->a0, (GLenum)args->a1, (GLfloat*)parg);
		break;
	case glfnGetVertexAttribiv:
		glGetVertexAttribiv((GLuint)args->a0, (GLenum)args->a1, (GLint*)parg);
		break;
	case glfnHint:
		glHint((GLenum)args->a0, (GLenum)args->a1);
		break;
	case glfnIsBuffer:
		ret = glIsBuffer((GLint)args->a0);
		break;
	case glfnIsEnabled:
		ret = glIsEnabled((GLenum)args->a0);
		break;
	case glfnIsFramebuffer:
		ret = glIsFramebuffer((GLint)args->a0);
		break;
	case glfnIsProgram:
		ret = glIsProgram((GLint)args->a0);
		break;
	case glfnIsRenderbuffer:
		ret = glIsRenderbuffer((GLint)args->a0);
		break;
	case glfnIsShader:
		ret = glIsShader((GLint)args->a0);
		break;
	case glfnIsTexture:
		ret = glIsTexture((GLint)args->a0);
		break;
	case glfnLineWidth:
		glLineWidth(*(GLfloat*)&args->a0);
		break;
	case glfnLinkProgram:
		glLinkProgram((GLint)args->a0);
		break;
	case glfnPixelStorei:
		glPixelStorei((GLenum)args->a0, (GLint)args->a1);
		break;
	case glfnPolygonOffset:
		glPolygonOffset(*(GLfloat*)&args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnReadPixels:
		glReadPixels((GLint)args->a0, (GLint)args->a1, (GLsizei)args->a2, (GLsizei)args->a3, (GLenum)args->a4, (GLenum)args->a5, (void*)parg);
		break;
	case glfnReleaseShaderCompiler:
		glReleaseShaderCompiler();
		break;
	case glfnRenderbufferStorage:
		glRenderbufferStorage((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	case glfnSampleCoverage:
		glSampleCoverage(*(GLfloat*)&args->a0, (GLboolean)args->a1);
		break;
	case glfnScissor:
		glScissor((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	case glfnShaderSource:
#if defined(os_ios) || defined(os_osx)
		glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar *const *)args->a2, NULL);
#else
		glShaderSource((GLuint)args->a0, (GLsizei)args->a1, (const GLchar **)args->a2, NULL);
#endif
		break;
	case glfnStencilFunc:
		glStencilFunc((GLenum)args->a0, (GLint)args->a1, (GLuint)args->a2);
		break;
	case glfnStencilFuncSeparate:
		glStencilFuncSeparate((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2, (GLuint)args->a3);
		break;
	case glfnStencilMask:
		glStencilMask((GLuint)args->a0);
		break;
	case glfnStencilMaskSeparate:
		glStencilMaskSeparate((GLenum)args->a0, (GLuint)args->a1);
		break;
	case glfnStencilOp:
		glStencilOp((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2);
		break;
	case glfnStencilOpSeparate:
		glStencilOpSeparate((GLenum)args->a0, (GLenum)args->a1, (GLenum)args->a2, (GLenum)args->a3);
		break;
	case glfnTexImage2D:
		glTexImage2D(
			(GLenum)args->a0,
			(GLint)args->a1,
			(GLint)args->a2,
			(GLsizei)args->a3,
			(GLsizei)args->a4,
			0, // border
			(GLenum)args->a5,
			(GLenum)args->a6,
			(const GLvoid*)parg);
		break;
	case glfnTexSubImage2D:
		glTexSubImage2D(
			(GLenum)args->a0,
			(GLint)args->a1,
			(GLint)args->a2,
			(GLint)args->a3,
			(GLsizei)args->a4,
			(GLsizei)args->a5,
			(GLenum)args->a6,
			(GLenum)args->a7,
			(const GLvoid*)parg);
		break;
	case glfnTexParameterf:
		glTexParameterf((GLenum)args->a0, (GLenum)args->a1, *(GLfloat*)&args->a2);
		break;
	case glfnTexParameterfv:
		glTexParameterfv((GLenum)args->a0, (GLenum)args->a1, (GLfloat*)parg);
		break;
	case glfnTexParameteri:
		glTexParameteri((GLenum)args->a0, (GLenum)args->a1, (GLint)args->a2);
		break;
	case glfnTexParameteriv:
		glTexParameteriv((GLenum)args->a0, (GLenum)args->a1, (GLint*)parg);
		break;
	case glfnUniform1f:
		glUniform1f((GLint)args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnUniform1fv:
		glUniform1fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform1i:
		glUniform1i((GLint)args->a0, (GLint)args->a1);
		break;
	case glfnUniform1ui:
		glUniform1ui((GLint)args->a0, (GLuint)args->a1);
		break;
	case glfnUniform1iv:
		glUniform1iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform2f:
		glUniform2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
		break;
	case glfnUniform2fv:
		glUniform2fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform2i:
		glUniform2i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2);
		break;
	case glfnUniform2ui:
		glUniform2ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2);
		break;
	case glfnUniform2iv:
		glUniform2iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform3f:
		glUniform3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnUniform3fv:
		glUniform3fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform3i:
		glUniform3i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	case glfnUniform3ui:
		glUniform3ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2, (GLuint)args->a3);
		break;
	case glfnUniform3iv:
		glUniform3iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform4f:
		glUniform4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
		break;
	case glfnUniform4fv:
		glUniform4fv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniform4i:
		glUniform4i((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3, (GLint)args->a4);
		break;
	case glfnUniform4ui:
		glUniform4ui((GLint)args->a0, (GLuint)args->a1, (GLuint)args->a2, (GLuint)args->a3, (GLuint)args->a4);
		break;
	case glfnUniform4iv:
		glUniform4iv((GLint)args->a0, (GLsizeiptr)args->a1, (GLvoid*)parg);
		break;
	case glfnUniformMatrix2fv:
		glUniformMatrix2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix3fv:
		glUniformMatrix3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix4fv:
		glUniformMatrix4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix2x3fv:
		glUniformMatrix2x3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix3x2fv:
		glUniformMatrix3x2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix2x4fv:
		glUniformMatrix2x4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix4x2fv:
		glUniformMatrix4x2fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix3x4fv:
		glUniformMatrix3x4fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUniformMatrix4x3fv:
		glUniformMatrix4x3fv((GLint)args->a0, (GLsizeiptr)args->a1, 0, (GLvoid*)parg);
		break;
	case glfnUseProgram:
		glUseProgram((GLint)args->a0);
		break;
	case glfnValidateProgram:
		glValidateProgram((GLint)args->a0);
		break;
	case glfnVertexAttrib1f:
		glVertexAttrib1f((GLint)args->a0, *(GLfloat*)&args->a1);
		break;
	case glfnVertexAttrib1fv:
		glVertexAttrib1fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttrib2f:
		glVertexAttrib2f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2);
		break;
	case glfnVertexAttrib2fv:
		glVertexAttrib2fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttrib3f:
		glVertexAttrib3f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3);
		break;
	case glfnVertexAttrib3fv:
		glVertexAttrib3fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttrib4f:
		glVertexAttrib4f((GLint)args->a0, *(GLfloat*)&args->a1, *(GLfloat*)&args->a2, *(GLfloat*)&args->a3, *(GLfloat*)&args->a4);
		break;
	case glfnVertexAttrib4fv:
		glVertexAttrib4fv((GLint)args->a0, (GLfloat*)parg);
		break;
	case glfnVertexAttribPointer:
		glVertexAttribPointer((GLuint)args->a0, (GLint)args->a1, (GLenum)args->a2, (GLboolean)args->a3, (GLsizei)args->a4, (const GLvoid*)args->a5);
		break;
	case glfnViewport:
		glViewport((GLint)args->a0, (GLint)args->a1, (GLint)args->a2, (GLint)args->a3);
		break;
	}
	return ret;
}
Exemple #7
0
bool Shader::setShaderUniform(const std::string &name, GLsizei row, GLsizei column, GLsizei count, GLboolean transpose, const GLfloat *value)
{
    GLint loc;
    if(!this->getUniformLoc(name, loc))
        return false;

    if(count > (row * column))
        return false;

    // TODO: check veracity of this decision tree

    switch(column)
    {
        case 1: 
        {
            switch(row)
            {
            case 1: glUniform1f(loc, value[0]); break;
            case 2: glUniform2f(loc, value[0], value[1]); break;
            case 3: glUniform3f(loc, value[0], value[1], value[2]); break;
            case 4: glUniform4f(loc, value[0], value[1], value[2], value[3]); break;
            default: return false;
            }

            break;
        }
        case 2: 
        {
            switch(column)
            { 
            case 2: glUniformMatrix2fv(loc, count, transpose, value); break;
            case 3: glUniformMatrix2x3fv(loc, count, transpose, value); break;
            case 4: glUniformMatrix2x4fv(loc, count, transpose, value); break;
            default: return false;
            }

            break;
        }
        case 3:
        {
            switch(column)
            {
            case 2: glUniformMatrix3x2fv(loc, count, transpose, value); break;
            case 3: glUniformMatrix3fv(loc, count, transpose, value); break;
            case 4: glUniformMatrix3x4fv(loc, count, transpose, value); break;
            default: return false;
            }

            break;
        }
        case 4: 
        {
            switch(column)
            {
            case 2: glUniformMatrix4x2fv(loc, count, transpose, value);
            case 3: glUniformMatrix4x3fv(loc, count, transpose, value); break;
            case 4: glUniformMatrix4fv(loc, count, transpose, value); break;
            default: return false;
            }

            break;
        }
        default: 
            return false;
    }

    return true;
}
Exemple #8
0
/*
 * Sets the given uniform variable to the given value.
 */
void sstSetUniformData( sstProgram *program, char *name, GLvoid *data ) {
    uniform *un;
    int i;
    /* Find our data */
    for( i = 0; i < program->un_count; i++ ) {
        un = &program->uniforms[i];
        if( strcmp(un->name, name) == 0 ) {
            break;
        }
    }
    /* Lookup failure */
    if( i >= program->un_count ) {
        printf("WARN: Uniform variable [%s] does not exist!\n", name);
        return;
    }
    switch( un->first ) {
    case 1:
        switch( un->type ) {
        case GL_FLOAT:
            glUniform1fv(un->location, un->count, (const GLfloat*)data);
            return;
        case GL_INT:
            glUniform1iv(un->location, un->count, (const GLint*)data);
            return;
        case GL_UNSIGNED_INT:
            glUniform1uiv(un->location, un->count, (const GLuint*)data);
            return;
        default:
            printf("WARN: Invalid type for uniform value [%s]!\n", name);
            return;
        }
    case 2:
        switch( un->second ) {
        case 0:
        case 1:
            switch( un->type ) {
            case GL_FLOAT:
                glUniform2fv(un->location, un->count, (const GLfloat*)data);
                return;
            case GL_INT:
                glUniform2iv(un->location, un->count, (const GLint*)data);
                return;
            case GL_UNSIGNED_INT:
                glUniform2uiv(un->location, un->count, (const GLuint*)data);
                return;
            default:
                printf("WARN: Invalid type for uniform value [%s]!\n", name);
                return;
            }
        case 2:
            glUniformMatrix2fv(un->location, un->count, un->transpose,
                               (const GLfloat*)data);
            return;
        case 3:
            glUniformMatrix2x3fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 4:
            glUniformMatrix2x4fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        default:
            printf("WARN: Invalid second matrix component: %d!\n", un->second);
            return;
        }
    case 3:
        switch( un->second ) {
        case 0:
        case 1:
            switch( un->type ) {
            case GL_FLOAT:
                glUniform3fv(un->location, un->count, (const GLfloat*)data);
                return;
            case GL_INT:
                glUniform3iv(un->location, un->count, (const GLint*)data);
                return;
            case GL_UNSIGNED_INT:
                glUniform3uiv(un->location, un->count, (const GLuint*)data);
                return;
            default:
                printf("WARN: Invalid type for uniform value [%s]!\n", name);
                return;
            }
        case 2:
            glUniformMatrix3x2fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 3:
            glUniformMatrix3fv(un->location, un->count, un->transpose,
                               (const GLfloat*)data);
            return;
        case 4:
            glUniformMatrix3x4fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        default:
            printf("WARN: Invalid second matrix component: %d!\n", un->second);
            return;
        }
    case 4:
        switch( un->second ) {
        case 0:
        case 1:
            switch( un->type ) {
            case GL_FLOAT:
                glUniform4fv(un->location, un->count, (const GLfloat*)data);
                return;
            case GL_INT:
                glUniform4iv(un->location, un->count, (const GLint*)data);
                return;
            case GL_UNSIGNED_INT:
                glUniform4uiv(un->location, un->count, (const GLuint*)data);
                return;
            default:
                printf("WARN: Invalid type for uniform value [%s]!\n", name);
                return;
            }
        case 2:
            glUniformMatrix4x2fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 3:
            glUniformMatrix4x3fv(un->location, un->count, un->transpose,
                                 (const GLfloat*)data);
            return;
        case 4:
            glUniformMatrix4fv(un->location, un->count, un->transpose,
                               (const GLfloat*)data);
            return;
        default:
            printf("WARN: Invalid second matrix component: %d!\n", un->second);
            return;
        }
    default:
        printf("WARN: Invalid first matrix component: %d!\n", un->first);
        return;
    }
}
Exemple #9
0
GLvoid Program::setUniformMatrix(GLint location, glm::mat2x3 matrix) { glUniformMatrix2x3fv(location, 1, GL_FALSE, glm::value_ptr(matrix)); }
void RendererBase::BindUniformBuffer(UniformBuffer * resource, ShaderProgram * program)
{
	BindShaderProgram(program);
	UniformBufferPimpl * resource_pimpl = (UniformBufferPimpl *) resource->PRIVATE;
	if (resource->index == 0)
	{
		ShaderProgramPimpl * shader_pimpl = (ShaderProgramPimpl *) program->PRIVATE;
		//ShaderDomain & shader_domain = program->domains[resource->domain];
		//ShaderDomainPimpl * domain_pimpl = (ShaderDomainPimpl *) shader_domain.PRIVATE;

		if (shader_pimpl->bound_uniform_buffers[0] != resource)
		{
			shader_pimpl->bound_uniform_buffers[0] = resource;
			for (unsigned int i = 0; i < program->uniforms.GetSize(); ++i)
			{
				if (program->GetUniformBufferIndex(i)) continue;

				unsigned char rows = program->GetUniformRows(i);
				unsigned char columns = program->GetUniformColumns(i);
				GLuint location = shader_pimpl->uniform_locations[i];
				unsigned int count = program->GetUniformArrayLength(i);
				float * data = (float *) (resource_pimpl->cpu_data + program->GetUniformBufferOffset(i));

				switch(rows)
				{
					case 1:
						switch (columns)
						{
							case 1:
								glUniform1fv(location, count, data);
								break;
							case 2:
								glUniform2fv(location, count, data);
								break;
							case 3:
								glUniform3fv(location, count, data);
								break;
							case 4:
								glUniform4fv(location, count, data);
								break;
						}
						break;
					case 2:
						switch (columns)
						{
							case 2:
								glUniformMatrix2fv(location, count, false, data);
								break;
							case 3:
								glUniformMatrix2x3fv(location, count, false, data);
								break;
							case 4:
								glUniformMatrix2x4fv(location, count, false, data);
								break;
						}
						break;
					case 3:
						switch (columns)
						{
							case 2:
								glUniformMatrix3x2fv(location, count, false, data);
								break;
							case 3:
								glUniformMatrix3fv(location, count, false, data);
								break;
							case 4:
								glUniformMatrix3x4fv(location, count, false, data);
								break;
						}
						break;
					case 4:
						switch (columns)
						{
							case 2:
								glUniformMatrix4x2fv(location, count, false, data);
								break;
							case 3:
								glUniformMatrix4x3fv(location, count, false, data);
								break;
							case 4:
								glUniformMatrix4fv(location, count, false, data);
								break;
						}
						break;
				}
			}
			//resource_pimpl->dirty_data = false;
		}
	}
	else if (GLEW_ARB_uniform_buffer_object)
	{
		ShaderProgramPimpl * shader_pimpl = (ShaderProgramPimpl *) program->PRIVATE;
		glBindBufferRange(GL_UNIFORM_BUFFER, shader_pimpl->block_bind_points[resource->index], resource_pimpl->buffer, 0, resource->byte_count);
		//glBindBufferBase(GL_UNIFORM_BUFFER, domain_pimpl->block_bind_points[resource->index], resource_pimpl->buffer);
	}
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL21_nglUniformMatrix2x3fv(JNIEnv *env, jclass clazz, jint location, jint count, jboolean transpose, jobject matrices, jint matrices_position, jlong function_pointer) {
    GLfloat *matrices_address = ((GLfloat *)(*env)->GetDirectBufferAddress(env, matrices)) + matrices_position;
    glUniformMatrix2x3fvPROC glUniformMatrix2x3fv = (glUniformMatrix2x3fvPROC)((intptr_t)function_pointer);
    glUniformMatrix2x3fv(location, count, transpose, matrices_address);
}
void UniformImplementation_Legacy::set(const Program * program, const GLint location, const glm::mat2x3 & value) const
{
    program->use();
    glUniformMatrix2x3fv(location, 1, GL_FALSE, glm::value_ptr(value));
}
	//-----------------------------------------------------------------------
	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
	}
Exemple #14
0
void          load_Program_uniforms( Shader_Arg* argv ) {


	// Load uniforms
	for( Shader_Arg *arg=argv; NULL!=arg; arg=next_Shader_Arg(arg) ) {

		pointer       value = value_Shader_Arg( arg );
		GLint      location = arg->loc;
		GLsizei       count = arg->type.count;

		switch( arg->type.glType ) {

		case GL_BOOL:
		case GL_INT:
		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:
			glUniform1iv( location, count, value ); check_GL_error;
			break;

		case GL_BOOL_VEC2:
		case GL_INT_VEC2:
			glUniform2iv( location, count, value ); check_GL_error;
			break;

		case GL_BOOL_VEC3:
		case GL_INT_VEC3:
			glUniform3iv( location, count, value ); check_GL_error;
			break;

		case GL_BOOL_VEC4:
		case GL_INT_VEC4:
			glUniform4iv( location, count, value ); check_GL_error;
			break;

		case GL_FLOAT:
			glUniform1fv( location, count, value ); check_GL_error;
			break;
		case GL_FLOAT_VEC2:
			glUniform2fv( location, count, value ); check_GL_error;
			break;
		case GL_FLOAT_VEC3:
			glUniform3fv( location, count, value ); check_GL_error;
			break;

		case GL_FLOAT_VEC4:
			glUniform4fv( location, count, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT2:
			glUniformMatrix2fv( location, count, 0, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT3:
			glUniformMatrix3fv( location, count, 0, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT4:
			glUniformMatrix4fv( location, count, 0, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT2x3:
			glUniformMatrix2x3fv( location, count, 0, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT2x4:
			glUniformMatrix2x4fv( location, count, 0, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT3x2:
			glUniformMatrix2x3fv( location, count, 0, value ); check_GL_error;
			break;

		case GL_FLOAT_MAT3x4:
			glUniformMatrix3x4fv( location, count, 0, value ); check_GL_error;
			break;
		
		case GL_FLOAT_MAT4x2:
			glUniformMatrix4x2fv( location, count, 0, value ); check_GL_error;
			break;
		
		case GL_FLOAT_MAT4x3:
			glUniformMatrix4x3fv( location, count, 0, value ); check_GL_error;
			break;
		
		default:
			fatal( "Unknown uniform type: %d", arg->type.glType );
			break;
			
		}
		
	}

}
void ShaderFamily::setUniformMatrix2x3fv(const char* _var, size_t _count, bool _transpose, const float* _m)
{
    glUniformMatrix2x3fv(getUniformLocation(_var),_count,_transpose,_m);
}
Exemple #16
0
	/*
		uniformMatrix(location, matrixTable, rows, cols, transpose)
	*/
	int gl_UniformMatrix(State& state){
		size_t count = 0;
		size_t size = 0;
		GLfloat * data = nullptr;
		vector<float> _data;
		int rows = state.stack->to<int>(3), cols = state.stack->to<int>(4);

		//supported sizes are: 2x2, 3x3, 4x4, 2x3, 3x2, 2x4, 4x2, 3x4, 4x3
		if ((rows >= 2) && (cols >= 2) && (rows <= 4) && (cols <= 4) && state.stack->is<LUA_TTABLE>(2)){
			count = state.stack->objLen(2);
			if (count > 0){
				
				//is this a table of matrices?
				state.stack->push<int>(1);
				state.stack->getTable(2);
				bool isTable = state.stack->is<LUA_TTABLE>();
				state.stack->pop(1);

				if (!isTable){
					count = 1;
					size = getArray<float>(state, 2, _data);
					data = new GLfloat[rows * cols];
					memcpy(data, _data.data(), size * sizeof(float));
				}else{
					data = new GLfloat[rows * cols * count];
					for (size_t i=0; i < count; i++){
						state.stack->push<int>(i+1);
						state.stack->getTable(2);
						size = getArray<float>(state, 2, _data);
						memcpy(
							data + (rows * cols * sizeof(GLfloat) * i),
							_data.data(),
							size * sizeof(float)
						);
						state.stack->pop(1);
					}
				}

				GLboolean transpose = false;
				if (state.stack->is<LUA_TBOOLEAN>(5)){
					transpose = state.stack->to<bool>(5);
				}

				if (rows == 2){
					if (cols == 2){
						glUniformMatrix2fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}else if (cols == 3){
						glUniformMatrix2x3fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}else{
						glUniformMatrix2x4fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}
				}else if (rows == 3){
					if (cols == 2){
						glUniformMatrix3x2fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}else if (cols == 3){
						glUniformMatrix3fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}else{
						glUniformMatrix3x4fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}
				}else{
					if (cols == 2){
						glUniformMatrix4x2fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}else if (cols == 3){
						glUniformMatrix4x3fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}else{
						glUniformMatrix4fv((GLint) state.stack->to<int>(1), (GLsizei) count, (GLboolean) transpose, (GLfloat *) data);
					}
				}
				delete[] data;
			}
		}
		return 0;
	}
Exemple #17
0
 void Uniform::setMatrix2x3(const glm::mat2x3& m23)
 {
     glUniformMatrix2x3fv(uniformLocation, 1, GL_FALSE, glm::value_ptr(m23));
 }
void UniformImplementation_Legacy::set(const Program * program, const GLint location, const std::vector<glm::mat2x3> & value) const
{
    program->use();
    glUniformMatrix2x3fv(location, static_cast<GLint>(value.size()), GL_FALSE, reinterpret_cast<const float*>(value.data()));
}
void ShaderProgram::sendUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, GLfloat *v)
{
	bind();
	glUniformMatrix2x3fv(location, count, transpose, v);
	unbind();
}
Exemple #20
0
void CShaderInterface::sendUniformMatrix2x3fv(const QString& p_name,  GLsizei  count,  GLboolean  transpose,  const GLfloat * value){
	QByteArray ba = p_name.toLocal8Bit();
	glUniformMatrix2x3fv( glGetUniformLocation( m_singleton.m_current, (const char*) ba.data() ), count, transpose, value );
}
//-----------------------------------------------------------------------
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();

    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:
                    glUniform1fvARB(currentUniform->mLocation, glArraySize,
                                    params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_FLOAT2:
                    glUniform2fvARB(currentUniform->mLocation, glArraySize,
                                    params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_FLOAT3:
                    glUniform3fvARB(currentUniform->mLocation, glArraySize,
                                    params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_FLOAT4:
                    glUniform4fvARB(currentUniform->mLocation, glArraySize,
                                    params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_MATRIX_2X2:
                    glUniformMatrix2fvARB(currentUniform->mLocation, glArraySize,
                                          GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_MATRIX_2X3:
                    if (GLEW_VERSION_2_1)
                    {
                        glUniformMatrix2x3fv(currentUniform->mLocation, glArraySize,
                                             GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    }
                    break;
                case GCT_MATRIX_2X4:
                    if (GLEW_VERSION_2_1)
                    {
                        glUniformMatrix2x4fv(currentUniform->mLocation, glArraySize,
                                             GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    }
                    break;
                case GCT_MATRIX_3X2:
                    if (GLEW_VERSION_2_1)
                    {
                        glUniformMatrix3x2fv(currentUniform->mLocation, glArraySize,
                                             GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    }
                    break;
                case GCT_MATRIX_3X3:
                    glUniformMatrix3fvARB(currentUniform->mLocation, glArraySize,
                                          GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_MATRIX_3X4:
                    if (GLEW_VERSION_2_1)
                    {
                        glUniformMatrix3x4fv(currentUniform->mLocation, glArraySize,
                                             GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    }
                    break;
                case GCT_MATRIX_4X2:
                    if (GLEW_VERSION_2_1)
                    {
                        glUniformMatrix4x2fv(currentUniform->mLocation, glArraySize,
                                             GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    }
                    break;
                case GCT_MATRIX_4X3:
                    if (GLEW_VERSION_2_1)
                    {
                        glUniformMatrix4x3fv(currentUniform->mLocation, glArraySize,
                                             GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    }
                    break;
                case GCT_MATRIX_4X4:
                    glUniformMatrix4fvARB(currentUniform->mLocation, glArraySize,
                                          GL_TRUE, params->getFloatPointer(def->physicalIndex));
                    break;
                case GCT_INT1:
                    glUniform1ivARB(currentUniform->mLocation, glArraySize,
                                    (GLint*)params->getIntPointer(def->physicalIndex));
                    break;
                case GCT_INT2:
                    glUniform2ivARB(currentUniform->mLocation, glArraySize,
                                    (GLint*)params->getIntPointer(def->physicalIndex));
                    break;
                case GCT_INT3:
                    glUniform3ivARB(currentUniform->mLocation, glArraySize,
                                    (GLint*)params->getIntPointer(def->physicalIndex));
                    break;
                case GCT_INT4:
                    glUniform4ivARB(currentUniform->mLocation, glArraySize,
                                    (GLint*)params->getIntPointer(def->physicalIndex));
                    break;
                case GCT_SAMPLER1D:
                case GCT_SAMPLER1DSHADOW:
                case GCT_SAMPLER2D:
                case GCT_SAMPLER2DSHADOW:
                case GCT_SAMPLER3D:
                case GCT_SAMPLERCUBE:
                    // samplers handled like 1-element ints
                    glUniform1ivARB(currentUniform->mLocation, 1,
                                    (GLint*)params->getIntPointer(def->physicalIndex));
                    break;
                case GCT_UNKNOWN:
                    break;

                } // end switch
#if OGRE_DEBUG_MODE
                checkForGLSLError( "GLSLLinkProgram::updateUniforms", "Error updating uniform", 0 );
#endif
            } // variability & mask
        } // fromProgType == currentUniform->mSourceProgType

    } // end for
}
void RendererBase::Unmap(UniformBuffer * resource)
{
	if (resource->index > 0 && GLEW_ARB_uniform_buffer_object)
	{
		UniformBufferPimpl * resource_pimpl = (UniformBufferPimpl *) resource->PRIVATE;
		glBindBuffer(GL_UNIFORM_BUFFER, resource_pimpl->buffer);
		glUnmapBuffer(GL_UNIFORM_BUFFER);
	}
	else if (resource->index == 0)
	{
		UniformBufferPimpl * resource_pimpl = (UniformBufferPimpl *) resource->PRIVATE;
		if (pimpl->bound_shader_program) //Update uniforms if a shader program is bound.
		{
			ShaderProgram * program = pimpl->bound_shader_program;
			ShaderProgramPimpl * shader_pimpl = (ShaderProgramPimpl *) program->PRIVATE;
			for (unsigned int i = 0; i < program->uniforms.GetSize(); ++i)
			{
				if (program->GetUniformBufferIndex(i)) continue;

				unsigned char rows = program->GetUniformRows(i);
				unsigned char columns = program->GetUniformColumns(i);
				GLuint location = shader_pimpl->uniform_locations[i];
				unsigned int count = program->GetUniformArrayLength(i);
				float * data = (float *) (resource_pimpl->cpu_data + program->GetUniformBufferOffset(i));

				switch(rows)
				{
					case 1:
						switch (columns)
						{
							case 1:
								glUniform1fv(location, count, data);
								break;
							case 2:
								glUniform2fv(location, count, data);
								break;
							case 3:
								glUniform3fv(location, count, data);
								break;
							case 4:
								glUniform4fv(location, count, data);
								break;
						}
						break;
					case 2:
						switch (columns)
						{
							case 2:
								glUniformMatrix2fv(location, count, false, data);
								break;
							case 3:
								glUniformMatrix2x3fv(location, count, false, data);
								break;
							case 4:
								glUniformMatrix2x4fv(location, count, false, data);
								break;
						}
						break;
					case 3:
						switch (columns)
						{
							case 2:
								glUniformMatrix3x2fv(location, count, false, data);
								break;
							case 3:
								glUniformMatrix3fv(location, count, false, data);
								break;
							case 4:
								glUniformMatrix3x4fv(location, count, false, data);
								break;
						}
						break;
					case 4:
						switch (columns)
						{
							case 2:
								glUniformMatrix4x2fv(location, count, false, data);
								break;
							case 3:
								glUniformMatrix4x3fv(location, count, false, data);
								break;
							case 4:
								glUniformMatrix4fv(location, count, false, data);
								break;
						}
						break;
				}
			}
		}
	}
}
Exemple #23
0
 void operator()(GLint location, GLboolean transpose, const glm::mat2x3 &value) {
   glUniformMatrix2x3fv(location, 1, transpose, glm::value_ptr(value));
 }
Exemple #24
0
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);
}
Exemple #25
0
void GLSLShader::SetMatrix2x3(GLint variable,GLsizei count,GLboolean transpose, const GLfloat *value) { if (variable!=-1) glUniformMatrix2x3fv(variable, count, transpose, value);   }