Esempio n. 1
0
    ////////////////////////////////////////////////////////////
    /// \brief Constructor: set up state before uniform is set
    ///
    ////////////////////////////////////////////////////////////
    UniformBinder(Shader& shader, const std::string& name) :
    savedProgram(0),
    currentProgram(castToGlHandle(shader.m_shaderProgram)),
    location(-1)
    {
        if (currentProgram)
        {
            ensureGlContext();

            // Enable program object
            glCheck(savedProgram = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
            if (currentProgram != savedProgram)
                glCheck(GLEXT_glUseProgramObject(currentProgram));

            // Store uniform location for further use outside constructor
            location = shader.getUniformLocation(name);
        }
    }
void Shader::setParameter(const std::string& name, const Transform& transform)
{
    if (m_shaderProgram)
    {
        ensureGlContext();

        // Enable program
        GLEXT_GLhandle program;
        glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
        glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));

        // Get parameter location and assign it new values
        GLint location = getParamLocation(name);
        if (location != -1)
        {
            glCheck(GLEXT_glUniformMatrix4fv(location, 1, GL_FALSE, transform.getMatrix()));
        }

        // Disable program
        glCheck(GLEXT_glUseProgramObject(program));
    }
}
void Shader::setParameter(const std::string& name, float x, float y, float z, float w)
{
    if (m_shaderProgram)
    {
        ensureGlContext();

        // Enable program
        GLEXT_GLhandle program;
        glCheck(program = GLEXT_glGetHandle(GLEXT_GL_PROGRAM_OBJECT));
        glCheck(GLEXT_glUseProgramObject(castToGlHandle(m_shaderProgram)));

        // Get parameter location and assign it new values
        GLint location = getParamLocation(name);
        if (location != -1)
        {
            glCheck(GLEXT_glUniform4f(location, x, y, z, w));
        }

        // Disable program
        glCheck(GLEXT_glUseProgramObject(program));
    }
}