Exemple #1
0
/**
 * Set the material for this state.
 **/
static void
state_do_material_activate(material_t mat)
{
	size_t i, j;

	current_material = mat;

	if (! current_state)
		return;

	state_sync_mat_backlog(current_state);

	if (! current_state->shader)
		return;

	for (i = 0; i < current_state->num_materials; i++) {
		if (current_state->materials[i].mat != current_material &&
		    current_state->materials[i].mat != NO_MATERIAL)
			continue;

		for (j = 0; j < current_state->materials[i].num_uniforms; j++)
			shader_set_uniform(current_state->shader,
					   current_state->materials[i]
					   .uniforms[j]);
	}
}
Exemple #2
0
/**
 * Set a uniform that is applied when this state is entered.
 **/
void
state_set_uniform(state_t *state, material_t mat, uniform_type_t type, ...)
{
	size_t i;
	uniform_t *uniform;
	struct material *material;
	va_list ap;

	state_sync_mat_backlog(state);

	if (mat != NO_MATERIAL && ! material_is_allocd(mat))
		errx(1, "Must set uniforms for NO_MATERIAL"
		     " or a valid material");

	va_start(ap, type);

	uniform = uniform_vcreate(type, ap);

	va_end(ap);

	for (i = 0; i < state->num_materials; i++)
		if (state->materials[i].mat == mat)
			break;

	if (i == state->num_materials) {
		state->materials = vec_expand(state->materials,
					      state->num_materials);
		state->num_materials++;
		state->materials[i].uniforms = NULL;
		state->materials[i].num_uniforms = 0;
		state->materials[i].mat = mat;
	}

	material = &state->materials[i];

	for (i = 0; i < material->num_uniforms; i++) {
		if (strcmp(material->uniforms[i]->name, uniform->name))
			continue;

		uniform_ungrab(material->uniforms[i]);
		material->uniforms[i] = uniform;
		return;
	}

	material->uniforms = vec_expand(material->uniforms,
					material->num_uniforms);
	material->uniforms[material->num_uniforms++] = uniform;

	if (state == current_state && mat == current_material)
		shader_set_uniform(state->shader, uniform);
}
Exemple #3
0
void shader_commit_uniform(struct shader* self, GLint program) {
    for (int i = 0; i < BUILT_IN_UNIFORM_MAX; ++i) {
        shader_set_uniform(self, program, i, self->uniform_buffer_objects[i].v);
    }
}
Exemple #4
0
void render_set_unfiorm(struct render* self, const char* name, enum UNIFORM_TYPE uniform_type, float* v) {
    s_assert(self->cur_program);
    GLint location = shader_get_uniform(self->shader, self->cur_program, name);
    shader_set_uniform(self->shader, location, uniform_type, v);
}