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//
// libavg - Media Playback Engine.
// Copyright (C) 2003-2014 Ulrich von Zadow
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// Current versions can be found at www.libavg.de
//
#include "GLShaderParam.h"
#include "OGLShader.h"
#include <iostream>
using namespace std;
namespace avg {
GLShaderParam::GLShaderParam(OGLShader* pShader, const std::string& sName)
: m_sName(sName)
{
m_Location = glproc::GetUniformLocation(pShader->getProgram(), sName.c_str());
string sErr = std::string("Shader param '") + sName + "' not found in shader '" +
pShader->getName() + "'.";
AVG_ASSERT_MSG(m_Location != -1, sErr.c_str());
GLContext::checkError(sErr.c_str());
};
int GLShaderParam::getLocation() const
{
return m_Location;
}
const string& GLShaderParam::getName() const
{
return m_sName;
}
template<>
void GLShaderParamTemplate<int>::uniformSet(unsigned location, const int& val)
{
glproc::Uniform1i(location, val);
}
template<>
void GLShaderParamTemplate<float>::uniformSet(unsigned location, const float& val)
{
glproc::Uniform1f(location, val);
}
template<>
void GLShaderParamTemplate<glm::vec2>::uniformSet(unsigned location, const glm::vec2& val)
{
glproc::Uniform2f(location, val.x, val.y);
}
template<>
void GLShaderParamTemplate<Pixel32>::uniformSet(unsigned location, const Pixel32& val)
{
glproc::Uniform4f(location, val.getR()/255.f, val.getG()/255.f, val.getB()/255.f,
val.getA()/255.f);
}
template<>
void GLShaderParamTemplate<glm::vec4>::uniformSet(unsigned location, const glm::vec4& val)
{
glproc::Uniform4f(location, val[0], val[1], val[2], val[3]);
}
template<>
void GLShaderParamTemplate<glm::mat4>::uniformSet(unsigned location, const glm::mat4& val)
{
glproc::UniformMatrix4fv(location, 1, GL_FALSE, glm::value_ptr(val));
}
}
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