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); } } }
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()); }
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); } }
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); }
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()); }
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; }
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; }