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effect_util.cpp
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effect_util.cpp
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#include <epoxy/gl.h>
#include <Eigen/Core>
#include <stddef.h>
#include <string>
#include "util.h"
using namespace std;
namespace movit {
GLint get_uniform_location(GLuint glsl_program_num, const string &prefix, const string &key)
{
string name = prefix + "_" + key;
return glGetUniformLocation(glsl_program_num, name.c_str());
}
void set_uniform_int(GLuint glsl_program_num, const string &prefix, const string &key, int value)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform1i(location, value);
check_error();
}
void set_uniform_float(GLuint glsl_program_num, const string &prefix, const string &key, float value)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform1f(location, value);
check_error();
}
void set_uniform_vec2(GLuint glsl_program_num, const string &prefix, const string &key, const float *values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform2fv(location, 1, values);
check_error();
}
void set_uniform_vec3(GLuint glsl_program_num, const string &prefix, const string &key, const float *values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform3fv(location, 1, values);
check_error();
}
void set_uniform_vec4(GLuint glsl_program_num, const string &prefix, const string &key, const float *values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform4fv(location, 1, values);
check_error();
}
void set_uniform_vec2_array(GLuint glsl_program_num, const string &prefix, const string &key, const float *values, size_t num_values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform2fv(location, num_values, values);
check_error();
}
void set_uniform_vec4_array(GLuint glsl_program_num, const string &prefix, const string &key, const float *values, size_t num_values)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
glUniform4fv(location, num_values, values);
check_error();
}
void set_uniform_mat3(GLuint glsl_program_num, const string &prefix, const string &key, const Eigen::Matrix3d& matrix)
{
GLint location = get_uniform_location(glsl_program_num, prefix, key);
if (location == -1) {
return;
}
check_error();
// Convert to float (GLSL has no double matrices).
float matrixf[9];
for (unsigned y = 0; y < 3; ++y) {
for (unsigned x = 0; x < 3; ++x) {
matrixf[y + x * 3] = matrix(y, x);
}
}
glUniformMatrix3fv(location, 1, GL_FALSE, matrixf);
check_error();
}
} // namespace movit