Esempio n. 1
0
 void Shader::setUniform(const std::string & uniformName, GLsizei count, int * value)
 {
     if (m_uniforms_locations.count(uniformName))
     {
         glProgramUniform1iv(m_program_id, m_uniforms_locations[uniformName], count, value);
     }
     else
     {
         if (getUniformLocation(uniformName))
         {
             glProgramUniform1iv(m_program_id, m_uniforms_locations[uniformName], count, value);
         }
     }
 }
Esempio n. 2
0
static void shader_setval_data(shader_t shader, sparam_t param,
		const void *val, int count)
{
	if (!matching_shader(shader, param))
		return;

	if (param->type == SHADER_PARAM_BOOL ||
	    param->type == SHADER_PARAM_INT) {
		glProgramUniform1iv(shader->program, param->param, count, val);
		gl_success("glProgramUniform1iv");

	} else if (param->type == SHADER_PARAM_FLOAT) {
		glProgramUniform1fv(shader->program, param->param, count, val);
		gl_success("glProgramUniform1fv");

	} else if (param->type == SHADER_PARAM_VEC2) {
		glProgramUniform2fv(shader->program, param->param, count, val);
		gl_success("glProgramUniform2fv");

	} else if (param->type == SHADER_PARAM_VEC3) {
		glProgramUniform3fv(shader->program, param->param, count, val);
		gl_success("glProgramUniform3fv");

	} else if (param->type == SHADER_PARAM_VEC4) {
		glProgramUniform4fv(shader->program, param->param, count, val);
		gl_success("glProgramUniform4fv");

	} else if (param->type == SHADER_PARAM_MATRIX4X4) {
		glProgramUniformMatrix4fv(shader->program, param->param,
				count, false, val);
		gl_success("glProgramUniformMatrix4fv");
	}
}
void UniformImplementation_SeparateShaderObjectsARB::set(const Program * program, GLint location, const std::vector<bool> & value) const
{
    std::vector<int> values(value.size());
    for (unsigned i = 0; i < values.size(); ++i)
    {
        values[i] = value[i] ? 1 : 0;
    }

    glProgramUniform1iv(program->id(), location, static_cast<GLint>(values.size()), values.data());
}
Esempio n. 4
0
	void Shader::SendIntegerArray(int location, const int* values, unsigned int count) const
	{
		if (location == -1)
			return;

		if (glProgramUniform1iv)
			glProgramUniform1iv(m_program, location, count, values);
		else
		{
			OpenGL::BindProgram(m_program);
			glUniform1iv(location, count, values);
		}
	}
Esempio n. 5
0
void
program::set_uniform1iv(char const* varname, GLsizei count, GLint* value) const
{
  GLint location = get_uniform_location(varname);

  if (location >= 0) 
  {
#if GPUCAST_GL_DIRECT_STATE_ACCESS
    glProgramUniform1iv(id_, location, count, value);
#else 
    glUniform1iv(location, count, value);
#endif
  }
}
    void GLSLSeparableProgram::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 && mVertexShader && (!mVertexShader->getColumnMajorMatrices())) ||
            (fromProgType == GPT_VERTEX_PROGRAM && mFragmentShader && (!mFragmentShader->getColumnMajorMatrices())) ||
            (fromProgType == GPT_GEOMETRY_PROGRAM && mGeometryShader && (!mGeometryShader->getColumnMajorMatrices())) ||
            (fromProgType == GPT_HULL_PROGRAM && mHullShader && (!mHullShader->getColumnMajorMatrices())) ||
            (fromProgType == GPT_DOMAIN_PROGRAM && mDomainShader && (!mDomainShader->getColumnMajorMatrices())) ||
            (fromProgType == GPT_COMPUTE_PROGRAM && mComputeShader && (!mComputeShader->getColumnMajorMatrices())))
        {
            transpose = GL_FALSE;
        }

        GLuint progID = 0;
        if (fromProgType == GPT_VERTEX_PROGRAM)
        {
            progID = mVertexShader->getGLProgramHandle();
        }
        else if (fromProgType == GPT_FRAGMENT_PROGRAM)
        {
            progID = mFragmentShader->getGLProgramHandle();
        }
        else if (fromProgType == GPT_GEOMETRY_PROGRAM)
        {
            progID = mGeometryShader->getGLProgramHandle();
        }
        else if (fromProgType == GPT_HULL_PROGRAM)
        {
            progID = mHullShader->getGLProgramHandle();
        }
        else if (fromProgType == GPT_DOMAIN_PROGRAM)
        {
            progID = mDomainShader->getGLProgramHandle();
        }
        else if (fromProgType == GPT_COMPUTE_PROGRAM)
        {
            progID = mComputeShader->getGLProgramHandle();
        }

        for (; currentUniform != endUniform; ++currentUniform)
        {
            // Only pull values from buffer it's supposed to be in (vertex or fragment)
            // This method will be called once per shader stage.
            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(glProgramUniform1fv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_FLOAT2:
                        OGRE_CHECK_GL_ERROR(glProgramUniform2fv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_FLOAT3:
                        OGRE_CHECK_GL_ERROR(glProgramUniform3fv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_FLOAT4:
                        OGRE_CHECK_GL_ERROR(glProgramUniform4fv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_2X2:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2fv(progID, currentUniform->mLocation, glArraySize,
                                                                      transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_3X3:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3fv(progID, currentUniform->mLocation, glArraySize,
                                                                      transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_4X4:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4fv(progID, currentUniform->mLocation, glArraySize,
                                                                      transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_INT1:
                        OGRE_CHECK_GL_ERROR(glProgramUniform1iv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getIntPointer(def->physicalIndex)));
                        break;
                    case GCT_INT2:
                        OGRE_CHECK_GL_ERROR(glProgramUniform2iv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getIntPointer(def->physicalIndex)));
                        break;
                    case GCT_INT3:
                        OGRE_CHECK_GL_ERROR(glProgramUniform3iv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getIntPointer(def->physicalIndex)));
                        break;
                    case GCT_INT4:
                        OGRE_CHECK_GL_ERROR(glProgramUniform4iv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getIntPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_2X3:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x3fv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_2X4:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x4fv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_3X2:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x2fv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_3X4:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x4fv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_4X2:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x2fv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_4X3:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x3fv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getFloatPointer(def->physicalIndex)));
                        break;
                    case GCT_DOUBLE1:
                        OGRE_CHECK_GL_ERROR(glProgramUniform1dv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_DOUBLE2:
                        OGRE_CHECK_GL_ERROR(glProgramUniform2dv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_DOUBLE3:
                        OGRE_CHECK_GL_ERROR(glProgramUniform3dv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_DOUBLE4:
                        OGRE_CHECK_GL_ERROR(glProgramUniform4dv(progID, currentUniform->mLocation, glArraySize,
                                                                params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_2X2:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2dv(progID, currentUniform->mLocation, glArraySize,
                                                                      transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_3X3:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3dv(progID, currentUniform->mLocation, glArraySize,
                                                                      transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_4X4:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4dv(progID, currentUniform->mLocation, glArraySize,
                                                                      transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_2X3:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x3dv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_2X4:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x4dv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_3X2:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x2dv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_3X4:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x4dv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_4X2:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x2dv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_MATRIX_DOUBLE_4X3:
                        OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x3dv(progID, currentUniform->mLocation, glArraySize,
                                                                        transpose, params->getDoublePointer(def->physicalIndex)));
                        break;
                    case GCT_UINT1:
                    case GCT_BOOL1:
                        OGRE_CHECK_GL_ERROR(glProgramUniform1uiv(progID, currentUniform->mLocation, glArraySize,
                                                                 params->getUnsignedIntPointer(def->physicalIndex)));
                        break;
                    case GCT_UINT2:
                    case GCT_BOOL2:
                        OGRE_CHECK_GL_ERROR(glProgramUniform2uiv(progID, currentUniform->mLocation, glArraySize,
                                                                 params->getUnsignedIntPointer(def->physicalIndex)));
                        break;
                    case GCT_UINT3:
                    case GCT_BOOL3:
                        OGRE_CHECK_GL_ERROR(glProgramUniform3uiv(progID, currentUniform->mLocation, glArraySize,
                                                                 params->getUnsignedIntPointer(def->physicalIndex)));
                        break;
                    case GCT_UINT4:
                    case GCT_BOOL4:
                        OGRE_CHECK_GL_ERROR(glProgramUniform4uiv(progID, currentUniform->mLocation, glArraySize,
                                                                 params->getUnsignedIntPointer(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(glProgramUniform1iv(progID, currentUniform->mLocation, 1,
                                                                params->getIntPointer(def->physicalIndex)));
                        break;
                    case GCT_UNKNOWN:
                    case GCT_SUBROUTINE:
                        break;

                    } // End switch
                } // Variability & mask
            } // fromProgType == currentUniform->mSourceProgType

        } // End for
    }
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_GL41_nglProgramUniform1iv(JNIEnv *env, jclass clazz, jint program, jint location, jint count, jlong value, jlong function_pointer) {
	const GLint *value_address = (const GLint *)(intptr_t)value;
	glProgramUniform1ivPROC glProgramUniform1iv = (glProgramUniform1ivPROC)((intptr_t)function_pointer);
	glProgramUniform1iv(program, location, count, value_address);
}
Esempio n. 8
0
void 
VSShaderLib::setUniform(std::string name, void *value) {

	myUniforms u = pUniforms[name];
	switch (u.type) {
	
		// Floats
		case GL_FLOAT: 
			glProgramUniform1fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
		case GL_FLOAT_VEC2:  
			glProgramUniform2fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
		case GL_FLOAT_VEC3:  
			glProgramUniform3fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
		case GL_FLOAT_VEC4:  
			glProgramUniform4fv(pProgram, u.location, u.size, (const GLfloat *)value);
			break;
#ifndef __ANDROID_API__
		// Doubles
		case GL_DOUBLE: 
			glProgramUniform1dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
		case GL_DOUBLE_VEC2:  
			glProgramUniform2dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
		case GL_DOUBLE_VEC3:  
			glProgramUniform3dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
		case GL_DOUBLE_VEC4:  
			glProgramUniform4dv(pProgram, u.location, u.size, (const GLdouble *)value);
			break;
#endif
		// Samplers, Ints and Bools
#ifndef __ANDROID_API__
		case GL_IMAGE_1D :
		case GL_IMAGE_2D_RECT :
		case GL_IMAGE_BUFFER :
		case GL_IMAGE_1D_ARRAY :
		case GL_IMAGE_CUBE_MAP_ARRAY :
		case GL_IMAGE_2D_MULTISAMPLE :
		case GL_IMAGE_2D_MULTISAMPLE_ARRAY :
		case GL_INT_IMAGE_1D :
		case GL_INT_IMAGE_2D_RECT :
		case GL_INT_IMAGE_BUFFER :
		case GL_INT_IMAGE_1D_ARRAY :
		case GL_INT_IMAGE_CUBE_MAP_ARRAY :
		case GL_INT_IMAGE_2D_MULTISAMPLE :
		case GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_1D :
		case GL_UNSIGNED_INT_IMAGE_2D_RECT :
		case GL_UNSIGNED_INT_IMAGE_BUFFER :
		case GL_UNSIGNED_INT_IMAGE_1D_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE :
		case GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY :
#endif
		case GL_IMAGE_2D :
		case GL_IMAGE_3D :
		case GL_IMAGE_CUBE :
		case GL_IMAGE_2D_ARRAY :
		case GL_INT_IMAGE_2D :
		case GL_INT_IMAGE_3D :
		case GL_INT_IMAGE_CUBE :
		case GL_INT_IMAGE_2D_ARRAY :
		case GL_UNSIGNED_INT_IMAGE_2D :
		case GL_UNSIGNED_INT_IMAGE_3D :
		case GL_UNSIGNED_INT_IMAGE_CUBE :
		case GL_UNSIGNED_INT_IMAGE_2D_ARRAY :

#ifndef __ANDROID_API__
		case GL_SAMPLER_1D:
		case GL_SAMPLER_1D_SHADOW:
		case GL_SAMPLER_1D_ARRAY:
		case GL_SAMPLER_1D_ARRAY_SHADOW:
		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_1D_ARRAY:
		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_1D_ARRAY:
		case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
		case GL_UNSIGNED_INT_SAMPLER_BUFFER:
		case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
#endif
		case GL_SAMPLER_2D:
		case GL_SAMPLER_3D:
		case GL_SAMPLER_CUBE:
		case GL_SAMPLER_2D_SHADOW:
		case GL_SAMPLER_2D_ARRAY:
		case GL_SAMPLER_2D_ARRAY_SHADOW:
		case GL_SAMPLER_2D_MULTISAMPLE:
		case GL_SAMPLER_CUBE_SHADOW:
		case GL_INT_SAMPLER_2D:
		case GL_INT_SAMPLER_3D:
		case GL_INT_SAMPLER_CUBE:
		case GL_INT_SAMPLER_2D_ARRAY:
		case GL_INT_SAMPLER_2D_MULTISAMPLE:
		case GL_UNSIGNED_INT_SAMPLER_2D:
		case GL_UNSIGNED_INT_SAMPLER_3D:
		case GL_UNSIGNED_INT_SAMPLER_CUBE:
		case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
		case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
		case GL_BOOL:
		case GL_INT : 
			glProgramUniform1iv(pProgram, u.location, u.size, (const GLint *)value);
			break;
		case GL_BOOL_VEC2:
		case GL_INT_VEC2:  
			glProgramUniform2iv(pProgram, u.location, u.size, (const GLint *)value);
			break;
		case GL_BOOL_VEC3:
		case GL_INT_VEC3:  
			glProgramUniform3iv(pProgram, u.location, u.size, (const GLint *)value);
			break;
		case GL_BOOL_VEC4:
		case GL_INT_VEC4:  
			glProgramUniform4iv(pProgram, u.location, u.size, (const GLint *)value);
			break;

		// Unsigned ints
		case GL_UNSIGNED_INT: 
			glProgramUniform1uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;
		case GL_UNSIGNED_INT_VEC2:  
			glProgramUniform2uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;
		case GL_UNSIGNED_INT_VEC3:  
			glProgramUniform3uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;
		case GL_UNSIGNED_INT_VEC4:  
			glProgramUniform4uiv(pProgram, u.location, u.size, (const GLuint *)value);
			break;

		// Float Matrices
		case GL_FLOAT_MAT2:
			glProgramUniformMatrix2fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT3:
			glProgramUniformMatrix3fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT4:
			glProgramUniformMatrix4fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT2x3:
			glProgramUniformMatrix2x3fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT2x4:
			glProgramUniformMatrix2x4fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT3x2:
			glProgramUniformMatrix3x2fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT3x4:
			glProgramUniformMatrix3x4fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT4x2:
			glProgramUniformMatrix4x2fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;
		case GL_FLOAT_MAT4x3:
			glProgramUniformMatrix4x3fv(pProgram, u.location, u.size, GL_FALSE, (const GLfloat *)value);
			break;

#ifndef __ANDROID_API__
        // Double Matrices
		case GL_DOUBLE_MAT2:
			glProgramUniformMatrix2dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT3:
			glProgramUniformMatrix3dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT4:
			glProgramUniformMatrix4dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT2x3:
			glProgramUniformMatrix2x3dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT2x4:
			glProgramUniformMatrix2x4dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT3x2:
			glProgramUniformMatrix3x2dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT3x4:
			glProgramUniformMatrix3x4dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT4x2:
			glProgramUniformMatrix4x2dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
		case GL_DOUBLE_MAT4x3:
			glProgramUniformMatrix4x3dv(pProgram, u.location, u.size, false, (const GLdouble *)value);
			break;
#endif
	}
}
void UniformImplementation_SeparateShaderObjectsARB::set(const Program * program, const GLint location, const std::vector<int> & value) const
{
    glProgramUniform1iv(program->id(), location, static_cast<GLint>(value.size()), value.data());
}
Esempio n. 10
0
i32 main(i32 ArgCount, char ** Args)
{
  char * path_exe = SDL_GetBasePath();
  for(u32 i = 0, size = sizeof(RESRC); i < size; i += MAX_STR)
  {
    char path_res[MAX_STR];
    SDL_memcpy(path_res, &RESRC.c[i], MAX_STR);
    SDL_snprintf(&RESRC.c[i], MAX_STR, "%s%s", path_exe, path_res);
  }
  
  SDL_Window  * sdl_window;
  SDL_GLContext sdl_glcontext;
  
  gfWindow(&sdl_window, &sdl_glcontext, 0, 0, "App", 1280, 720, 4);

  const char * bobs[] =
  {
    RESRC.monkey_bob,
    RESRC.sphere_bob,
    RESRC.teapot_bob,
  };

  bob_t meshes = gfBobCreate(countof(bobs), bobs);

  const char * bmps[] =
  {
    RESRC.texture_1,
    RESRC.texture_2,
    RESRC.texture_3,
  };

  gpu_texture_t textures = gfTextureCreateFromBmp(512, 512, 4, countof(bmps), bmps);
  
  const char * cubemap_px[] = { RESRC.cubemap_px };
  const char * cubemap_nx[] = { RESRC.cubemap_nx };
  const char * cubemap_py[] = { RESRC.cubemap_py };
  const char * cubemap_ny[] = { RESRC.cubemap_ny };
  const char * cubemap_pz[] = { RESRC.cubemap_pz };
  const char * cubemap_nz[] = { RESRC.cubemap_nz };
  
  gpu_texture_t cubemaps = gfCubemapCreateFromBmp(512, 512, 4, countof(cubemap_px),
    cubemap_px, cubemap_nx, cubemap_py, cubemap_ny, cubemap_pz, cubemap_nz
  );
  
  u32 vs_mesh = gfProgramCreateFromFile(GL_VERTEX_SHADER, RESRC.vs_mesh);
  u32 fs_mesh = gfProgramCreateFromFile(GL_FRAGMENT_SHADER, RESRC.fs_mesh);
  u32 pp_mesh = gfProgramPipelineCreate(vs_mesh, fs_mesh);
  
  u32 vs_quad = gfProgramCreateFromFile(GL_VERTEX_SHADER, RESRC.vs_quad);
  u32 fs_quad = gfProgramCreateFromFile(GL_FRAGMENT_SHADER, RESRC.fs_quad);
  u32 pp_quad = gfProgramPipelineCreate(vs_quad, fs_quad);
  
  u32 vs_cubemap = gfProgramCreateFromFile(GL_VERTEX_SHADER, RESRC.vs_cubemap);
  u32 fs_cubemap = gfProgramCreateFromFile(GL_FRAGMENT_SHADER, RESRC.fs_cubemap);
  u32 pp_cubemap = gfProgramPipelineCreate(vs_cubemap, fs_cubemap);
  
  gpu_cmd_t cmd[3] = {0};
  
  cmd[0].first = meshes.first.as_u32[0];
  cmd[1].first = meshes.first.as_u32[1];
  cmd[2].first = meshes.first.as_u32[2];
  
  cmd[0].count = meshes.count.as_u32[0];
  cmd[1].count = meshes.count.as_u32[1];
  cmd[2].count = meshes.count.as_u32[2];
  
  cmd[0].instance_first = 0;
  cmd[1].instance_first = 30;
  cmd[2].instance_first = 60;
  
  cmd[0].instance_count = 30;
  cmd[1].instance_count = 30;
  cmd[2].instance_count = 30;
  
  gpu_storage_t ins_first = gfStorageCreate(.format = x_u32, .count = countof(cmd));
  gpu_storage_t ins_pos = gfStorageCreate(.format = xyz_f32, .count = 90);
  
  for(u32 i = 0; i < ins_first.count; ++i)
  {
    ins_first.as_u32[i] = cmd[i].instance_first;
  }
  
  for(u32 i = 0, row = 10, space = 3; i < 90; ++i)
  {
    ins_pos.as_vec3[i].x = i * space - (i / row) * row * space;
    ins_pos.as_vec3[i].y = 0;
    ins_pos.as_vec3[i].z = (i / row) * space;
  }

  gpu_texture_t fbo_depth = gfTextureCreate(.w = 1280, 720, .format = depth_b32);
  gpu_texture_t fbo_color = gfTextureCreate(.w = 1280, 720, .format = srgba_b8);
  
  u32 fbo_colors[] =
  {
    [0] = fbo_color.id,
  };
  
  u32 fbo = gfFboCreate(fbo_depth.id, 0, countof(fbo_colors), fbo_colors, 0);
  
  gpu_sampler_t s_textures = gfSamplerCreate(4);
  gpu_sampler_t s_fbo = gfSamplerCreate(.min = GL_NEAREST, GL_NEAREST);
  
  u32 state_textures[16] =
  {
    [0] = meshes.mesh_id.id,
    [1] = meshes.attr_first.id,
    [2] = meshes.attr_id.id,
    [3] = meshes.pos.id,
    [4] = meshes.uv.id,
    [5] = meshes.normal.id,
    [6] = ins_first.id,
    [7] = ins_pos.id,
    [8] = textures.id,
    [9] = cubemaps.id,
   [10] = fbo_color.id,
  };
  
  u32 state_samplers[16] =
  {
    [8] = s_textures.id,
    [9] = s_textures.id,
   [10] = s_fbo.id,
  };
  
  glBindTextures(0, 16, state_textures);
  glBindSamplers(0, 16, state_samplers);
  
  vec3 cam_pos = {23.518875f, 5.673130f, 26.649000f};
  vec4 cam_rot = {-0.351835f, 0.231701f, 0.090335f, 0.902411f};
  vec4 cam_prj = {0.f};
  mat3 cam_mat = {0.f};

  Perspective(
    &cam_prj.x,
    Aspect(sdl_window),
    85.f * QFPC_TO_RAD,
    0.01f, 1000.f
  );
  
  SDL_SetRelativeMouseMode(1);
  u32 t_prev = SDL_GetTicks();

  glEnable(GL_DEPTH_TEST);
  glEnable(GL_CULL_FACE);
  glEnable(GL_BLEND);

  while(1)
  {
    u32 t_curr = SDL_GetTicks();
    f64 dt = ((t_curr - t_prev) * 60.0) / 1000.0;
    
    SDL_PumpEvents();
    i32 mouse_x_rel = 0;
    i32 mouse_y_rel = 0;
    SDL_GetRelativeMouseState(&mouse_x_rel, &mouse_y_rel);
    const u8 * key = SDL_GetKeyboardState(NULL);
    
    quatFirstPersonCamera(
      &cam_pos.x,
      &cam_rot.x,
      &cam_mat.sd_x,
      0.10f,
      0.05f * (f32)dt,
      mouse_x_rel,
      mouse_y_rel,
      key[SDL_SCANCODE_W],
      key[SDL_SCANCODE_A],
      key[SDL_SCANCODE_S],
      key[SDL_SCANCODE_D],
      key[SDL_SCANCODE_E],
      key[SDL_SCANCODE_Q]
    );
    
    static int show_pass = 0;
    if(key[SDL_SCANCODE_1]) show_pass = 0;
    if(key[SDL_SCANCODE_2]) show_pass = 1;
    if(key[SDL_SCANCODE_3]) show_pass = 2;
    if(key[SDL_SCANCODE_4]) show_pass = 3;
    if(key[SDL_SCANCODE_5]) show_pass = 4;
    
    glProgramUniform3fv(vs_mesh, 0, 1, &cam_pos.x);
    glProgramUniform4fv(vs_mesh, 1, 1, &cam_rot.x);
    glProgramUniform4fv(vs_mesh, 2, 1, &cam_prj.x);
    glProgramUniform3fv(fs_mesh, 0, 1, &cam_pos.x);
    glProgramUniform1iv(fs_mesh, 1, 1, &show_pass);
    glProgramUniform4fv(vs_cubemap, 0, 1, &cam_rot.x);
    glProgramUniform4fv(vs_cubemap, 1, 1, &cam_prj.x);
    
    for(u32 i = 0; i < 90; ++i)
      ins_pos.as_vec3[i].y = (f32)sin((t_curr * 0.0015f) + (i * 0.5f)) * 0.3f;
    
    gfFboBind(fbo);
      gfClear();
      gfDraw(pp_mesh, countof(cmd), cmd);
    gfFboBind(0);
    
    gfClear();
    
    if(!show_pass)
    {
      glDisable(GL_DEPTH_TEST);
        gfFire(pp_cubemap, 36);
      glEnable(GL_DEPTH_TEST);
    }
    
    gfFire(pp_quad, 6);

    SDL_Event event;
    while(SDL_PollEvent(&event))
    {
      if(event.type == SDL_QUIT)
        goto exit;
    }
    
    SDL_GL_SwapWindow(sdl_window);
    glFinish();
    
    t_prev = t_curr;
  }

  exit: return 0;
}
Esempio n. 11
0
static bool
test_int(const char *version_string)
{
	GLint loc;
	bool pass = true;
	int values[4];
	int got[ARRAY_SIZE(values)];
	GLuint prog;
	static const char subtest_name[] = "integer scalar and vectors";
	const char *const shader_strings[] = {
		version_string,
		int_code,
		common_body
	};

	BUILD_SHADER(version_string == NULL);

	/* Try int
	 */
	random_ints(values, ARRAY_SIZE(values));
	loc = glGetUniformLocation(prog, "v1");
	glProgramUniform1i(prog, loc,
			   values[0]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 1) && pass;

	random_ints(values, ARRAY_SIZE(values));
	glProgramUniform1iv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 1) && pass;

	/* Try ivec2
	 */
	random_ints(values, ARRAY_SIZE(values));
	loc = glGetUniformLocation(prog, "v2");
	glProgramUniform2i(prog, loc,
			   values[0], values[1]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 2) && pass;

	random_ints(values, ARRAY_SIZE(values));
	glProgramUniform2iv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 2) && pass;

	/* Try ivec3
	 */
	random_ints(values, ARRAY_SIZE(values));
	loc = glGetUniformLocation(prog, "v3");
	glProgramUniform3i(prog, loc,
			   values[0], values[1], values[2]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 3) && pass;

	random_ints(values, ARRAY_SIZE(values));
	glProgramUniform3iv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 3) && pass;

	/* Try ivec4
	 */
	random_ints(values, ARRAY_SIZE(values));
	loc = glGetUniformLocation(prog, "v4");
	glProgramUniform4i(prog, loc,
			   values[0], values[1], values[2], values[3]);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 4) && pass;

	random_ints(values, ARRAY_SIZE(values));
	glProgramUniform4iv(prog, loc, 1, values);
	pass = piglit_check_gl_error(0) && pass;

	glGetUniformiv(prog, loc, got);
	pass = piglit_check_gl_error(0) && pass;

	pass = check_int_values(values, got, 4) && pass;

	piglit_report_subtest_result(pass ? PIGLIT_PASS : PIGLIT_FAIL,
				     subtest_name);

	glDeleteProgram(prog);
	return pass;
}