void Shader::setUniform(const std::string & uniformName, const glm::mat3 & matrix) { if (m_uniforms_locations.count(uniformName)) { glProgramUniformMatrix3fv(m_program_id, m_uniforms_locations[uniformName], 1, GL_FALSE, glm::value_ptr(matrix)); } else { if (getUniformLocation(uniformName)) { glProgramUniformMatrix3fv(m_program_id, m_uniforms_locations[uniformName], 1, GL_FALSE, glm::value_ptr(matrix)); } } }
void VSMathLib::matrixToGL(ComputedMatrixTypes aType) { if (mInit) { if (mBlocks) { if (aType == NORMAL && mComputedMatUniformName[NORMAL] != "") { computeNormalMatrix(); if (mComputedMatUniformArrayIndex[NORMAL]) VSShaderLib::setBlockUniformArrayElement(mBlockName, mComputedMatUniformName[NORMAL], mComputedMatUniformArrayIndex[NORMAL], mNormal); else VSShaderLib::setBlockUniform(mBlockName, mComputedMatUniformName[NORMAL], mNormal); } else if (mComputedMatUniformName[aType] != "") { computeDerivedMatrix(aType); if (mComputedMatUniformArrayIndex[aType]) VSShaderLib::setBlockUniformArrayElement(mBlockName, mComputedMatUniformName[aType], mComputedMatUniformArrayIndex[aType], mCompMatrix[aType]); else VSShaderLib::setBlockUniform(mBlockName, mComputedMatUniformName[aType], mCompMatrix[aType]); } } } else { int p,loc; if (mUniformName[aType] != "") { glGetIntegerv(GL_CURRENT_PROGRAM,&p); loc = glGetUniformLocation(p, mUniformName[aType].c_str()); if (aType == NORMAL && mComputedMatUniformName[NORMAL] != "") { computeNormalMatrix3x3(); loc = glGetUniformLocation(p, mComputedMatUniformName[NORMAL].c_str()); glProgramUniformMatrix3fv(p, loc, 1, false, mNormal3x3); } else if (mComputedMatUniformName[aType] != "") { computeDerivedMatrix(aType); loc = glGetUniformLocation(p, mComputedMatUniformName[aType].c_str()); glProgramUniformMatrix4fv(p, loc, 1, false, mCompMatrix[aType]); } } } }
void ProgramSeparateDsa::setUniformMatrix3fv(handle uniformHandle, const float *value) { if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access()) { glProgramUniformMatrix3fv(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), 1, GL_FALSE, value); } else { glProgramUniformMatrix3fvEXT(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), 1, GL_FALSE, value); } }
void ProgramMonolithicDsa::setUniformMatrix3fv(handle uniformHandle, const float *value) { if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access()) { glProgramUniformMatrix3fv(mOpenGLProgram, static_cast<GLint>(uniformHandle), 1, GL_FALSE, value); } else { glProgramUniformMatrix3fvEXT(mOpenGLProgram, static_cast<GLint>(uniformHandle), 1, GL_FALSE, value); } }
void program::set_uniform_matrix3fv(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 glProgramUniformMatrix3fv(id_, location, count, transpose, value); #else glUniformMatrix3fv(location, count, transpose, value); #endif } }
void dsa_set_xform(GLuint prog, int width, int height) { const GLint loc = glGetUniformLocation(prog, "xform"); GLfloat xform[9]; xform[0] = 2.0 / width; xform[1] = 0.0; xform[2] = 0.0; xform[3] = 0.0; xform[4] = 2.0 / height; xform[5] = 0.0; xform[6] = -1.0; xform[7] = -1.0; xform[8] = 1.0; glProgramUniformMatrix3fv(prog, loc, 1, GL_FALSE, xform); }
// Sends all matrices whose respectived uniforms have been named void VSMathLib::matricesToGL() { if (mInit) { if (mBlocks) { for (int i = 0 ; i < COUNT_MATRICES; ++i ) { if (mUniformName[i] != "") if (mUniformArrayIndex[i]) VSShaderLib::setBlockUniformArrayElement(mBlockName, mUniformName[i], mUniformArrayIndex[i], mMatrix[i]); else VSShaderLib::setBlockUniform(mBlockName, mUniformName[i], mMatrix[i]); } if (mComputedMatUniformName[NORMAL] != "") { computeNormalMatrix(); if (mComputedMatUniformArrayIndex[NORMAL]) VSShaderLib::setBlockUniformArrayElement(mBlockName, mComputedMatUniformName[NORMAL], mComputedMatUniformArrayIndex[NORMAL], mNormal); else VSShaderLib::setBlockUniform(mBlockName, mComputedMatUniformName[NORMAL], mNormal); } for (int i = 0; i < COUNT_COMPUTED_MATRICES-1; ++i) { if (mComputedMatUniformName[i] != "") { computeDerivedMatrix((VSMathLib::ComputedMatrixTypes)i); if (mComputedMatUniformArrayIndex[i]) VSShaderLib::setBlockUniformArrayElement(mBlockName, mComputedMatUniformName[i], mComputedMatUniformArrayIndex[i], mCompMatrix[i]); else VSShaderLib::setBlockUniform(mBlockName, mComputedMatUniformName[i], mCompMatrix[i]); } } } else { int p,loc; glGetIntegerv(GL_CURRENT_PROGRAM,&p); for (int i = 0; i < COUNT_MATRICES; ++i) { if (mUniformName[i] != "") { loc = glGetUniformLocation(p, mUniformName[i].c_str()); glProgramUniformMatrix4fv(p, loc, 1, false, mMatrix[i]); } } if (mComputedMatUniformName[NORMAL] != "") { computeNormalMatrix3x3(); loc = glGetUniformLocation(p, mComputedMatUniformName[NORMAL].c_str()); glProgramUniformMatrix3fv(p, loc, 1, false, mNormal3x3); } for (int i = 0; i < COUNT_COMPUTED_MATRICES-1; ++i) { if (mComputedMatUniformName[i] != "") { computeDerivedMatrix((VSMathLib::ComputedMatrixTypes)i); loc = glGetUniformLocation(p, mComputedMatUniformName[i].c_str()); glProgramUniformMatrix4fv(p, loc, 1, false, mCompMatrix[i]); } } } } }
void Shader::uniformMatrix3f(GLint location, const glm::mat3& mat) const { glProgramUniformMatrix3fv(id_, location, 1, GL_FALSE, glm::value_ptr(mat)); }
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_nglProgramUniformMatrix3fv(JNIEnv *env, jclass clazz, jint program, jint location, jint count, jboolean transpose, jlong value, jlong function_pointer) { const GLfloat *value_address = (const GLfloat *)(intptr_t)value; glProgramUniformMatrix3fvPROC glProgramUniformMatrix3fv = (glProgramUniformMatrix3fvPROC)((intptr_t)function_pointer); glProgramUniformMatrix3fv(program, location, count, transpose, value_address); }
GLuint dsa_create_program(GLenum target) { char *fs_source; char *vs_source; GLuint prog; bool es; int major; int minor; const char * ver; GLint loc; GLfloat xform[9]; piglit_get_glsl_version(&es, &major, &minor); ver = ((major * 100 + minor) >= 140) ? "140" : "110"; (void)!asprintf(&vs_source, vs_template, ver); switch (target) { case GL_TEXTURE_1D: (void)!asprintf(&fs_source, fs_1d_template, ver); break; case GL_TEXTURE_2D: (void)!asprintf(&fs_source, fs_2d_template, ver); break; case GL_TEXTURE_3D: (void)!asprintf(&fs_source, fs_3d_template, ver); break; case GL_TEXTURE_RECTANGLE_ARB: (void)!asprintf(&fs_source, fs_rect_template, ver); break; default: fprintf(stderr, "Invalid texture target in %s\n", __func__); piglit_report_result(PIGLIT_FAIL); } prog = piglit_build_simple_program(vs_source, fs_source); free(vs_source); free(fs_source); /* Note: the default value for all uniforms after linking is zero, so * there is no need to explicitly set it here. However, the xform * matrix needs to be set to the identity matrix. */ loc = glGetUniformLocation(prog, "xform"); xform[0] = 1.0; xform[1] = 0.0; xform[2] = 0.0; xform[3] = 0.0; xform[4] = 1.0; xform[5] = 0.0; xform[6] = 0.0; xform[7] = 0.0; xform[8] = 1.0; glProgramUniformMatrix3fv(prog, loc, 1, GL_FALSE, xform); return prog; }
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 kore::BindUniform::execute(void) { if(!_componentUniform) { Log::getInstance()->write("[ERROR] Uniform binding undefined"); return; } GLerror::gl_ErrorCheckStart(); switch (_componentUniform->type) { case GL_FLOAT_VEC2: glProgramUniform2fv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_VEC3: glProgramUniform3fv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_VEC4: glProgramUniform4fv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_DOUBLE: glProgramUniform1d(_shaderHandle, _shaderUniform->location, *static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_VEC2: glProgramUniform2dv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_VEC3: glProgramUniform3dv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_VEC4: glProgramUniform4dv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_BOOL: case GL_INT: glProgramUniform1i(_shaderHandle, _shaderUniform->location, *static_cast<GLint*>(_componentUniform->data)); break; case GL_BOOL_VEC2: case GL_INT_VEC2: glProgramUniform2iv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLint*>(_componentUniform->data)); break; case GL_BOOL_VEC3: case GL_INT_VEC3: glProgramUniform3iv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLint*>(_componentUniform->data)); break; case GL_BOOL_VEC4: case GL_INT_VEC4: glProgramUniform4iv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT: glProgramUniform1ui(_shaderHandle, _shaderUniform->location, *static_cast<GLuint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT_VEC2: glProgramUniform2uiv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLuint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT_VEC3: glProgramUniform3uiv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLuint*>(_componentUniform->data)); break; case GL_UNSIGNED_INT_VEC4: glProgramUniform4uiv(_shaderHandle, _shaderUniform->location, 1, static_cast<GLuint*>(_componentUniform->data)); break; case GL_FLOAT_MAT2: glProgramUniformMatrix2fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT3: glProgramUniformMatrix3fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT4: glProgramUniformMatrix4fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT2x3: glProgramUniformMatrix2x3fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT2x4: glProgramUniformMatrix2x4fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT3x2: glProgramUniformMatrix3x2fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT3x4: glProgramUniformMatrix3x4fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT4x2: glProgramUniformMatrix4x2fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_FLOAT_MAT4x3: glProgramUniformMatrix3x4fv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLfloat*>(_componentUniform->data)); break; case GL_DOUBLE_MAT2: glProgramUniformMatrix2dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT3: glProgramUniformMatrix3dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT4: glProgramUniformMatrix4dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT2x3: glProgramUniformMatrix2x3dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT2x4: glProgramUniformMatrix2x4dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT3x2: glProgramUniformMatrix3x2dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT3x4: glProgramUniformMatrix3x4dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT4x2: glProgramUniformMatrix4x2dv(_shaderHandle, _shaderUniform->location, 1, GL_FALSE, static_cast<GLdouble*>(_componentUniform->data)); break; case GL_DOUBLE_MAT4x3: glProgramUniformMatrix4x3dv(_shaderHandle, _shaderUniform->location, 1, 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); }
void UniformImplementation_SeparateShaderObjectsARB::set(const Program * program, const GLint location, const glm::mat3 & value) const { glProgramUniformMatrix3fv(program->id(), location, 1, GL_FALSE, glm::value_ptr(value)); }
void UniformImplementation_SeparateShaderObjectsARB::set(const Program * program, const GLint location, const std::vector<glm::mat3> & value) const { glProgramUniformMatrix3fv(program->id(), location, static_cast<GLint>(value.size()), GL_FALSE, reinterpret_cast<const float*>(value.data())); }
static bool test_square_mat(const char *version_string) { GLint loc; bool pass = true; float values[16]; float got[ARRAY_SIZE(values)]; GLuint prog; static const char subtest_name[] = "square float matrices"; const char *const shader_strings[] = { version_string, square_mat_code, }; BUILD_SHADER(true); /* Try mat2 */ loc = glGetUniformLocation(prog, "m2"); random_floats(values, ARRAY_SIZE(values)); glProgramUniformMatrix2fv(prog, loc, 1, GL_FALSE, values); pass = piglit_check_gl_error(0) && pass; glGetUniformfv(prog, loc, got); pass = piglit_check_gl_error(0) && pass; pass = check_float_values(values, got, 4) && pass; /* Try mat3 */ loc = glGetUniformLocation(prog, "m3"); random_floats(values, ARRAY_SIZE(values)); glProgramUniformMatrix3fv(prog, loc, 1, GL_FALSE, values); pass = piglit_check_gl_error(0) && pass; glGetUniformfv(prog, loc, got); pass = piglit_check_gl_error(0) && pass; pass = check_float_values(values, got, 9) && pass; /* Try mat4 */ loc = glGetUniformLocation(prog, "m4"); random_floats(values, ARRAY_SIZE(values)); glProgramUniformMatrix4fv(prog, loc, 1, GL_FALSE, values); pass = piglit_check_gl_error(0) && pass; glGetUniformfv(prog, loc, got); pass = piglit_check_gl_error(0) && pass; pass = check_float_values(values, got, 16) && pass; piglit_report_subtest_result(pass ? PIGLIT_PASS : PIGLIT_FAIL, subtest_name); glDeleteProgram(prog); return pass; }