@@ -24,12 +24,12 @@ static GLuint program; | |||
static struct uniform_info Uniforms[] = { | |||
/* vert */ | |||
{ "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 }, | |||
{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 }, | |||
/* frag */ | |||
{ "BrickColor", 3, GL_FLOAT, { 0.8, 0.2, 0.2, 0 }, -1 }, | |||
{ "MortarColor", 3, GL_FLOAT, { 0.6, 0.6, 0.6, 0 }, -1 }, | |||
{ "BrickSize", 2, GL_FLOAT, { 1.0, 0.3, 0, 0 }, -1 }, | |||
{ "BrickPct", 2, GL_FLOAT, { 0.9, 0.8, 0, 0 }, -1 }, | |||
{ "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 }, | |||
{ "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 }, | |||
{ "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 }, | |||
{ "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -24,11 +24,11 @@ static GLuint program; | |||
static struct uniform_info Uniforms[] = { | |||
{ "LightPosition", 3, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, | |||
{ "SurfaceColor", 3, GL_FLOAT, { 0.8, 0.8, 0.2, 0 }, -1 }, | |||
{ "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 }, | |||
{ "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, | |||
{ "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, | |||
{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, | |||
{ "SurfaceColor", 1, GL_FLOAT_VEC3, { 0.8, 0.8, 0.2, 0 }, -1 }, | |||
{ "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 }, | |||
{ "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, | |||
{ "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -25,7 +25,7 @@ static GLuint program; | |||
static struct uniform_info Uniforms[] = { | |||
/* vert */ | |||
{ "LightPosition", 3, GL_FLOAT, { 0.1, 0.1, 9.0, 0}, -1 }, | |||
{ "LightPosition", 1, GL_FLOAT_VEC3, { 0.1, 0.1, 9.0, 0}, -1 }, | |||
{ "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, | |||
{ "DiffuseContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, | |||
{ "Shininess", 1, GL_FLOAT, { 20.0, 0, 0, 0 }, -1 }, | |||
@@ -34,9 +34,9 @@ static struct uniform_info Uniforms[] = { | |||
{ "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, | |||
{ "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 }, | |||
{ "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 }, | |||
{ "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 }, | |||
{ "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 }, | |||
{ "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 }, | |||
{ "InnerColor", 1, GL_FLOAT_VEC3, { 1, 0, 0, 0 }, -1 }, | |||
{ "OuterColor1", 1, GL_FLOAT_VEC3, { 0, 1, 0, 0 }, -1 }, | |||
{ "OuterColor2", 1, GL_FLOAT_VEC3, { 0, 0, 1, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -59,8 +59,8 @@ static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1; | |||
/* value[0] = tex unit */ | |||
static struct uniform_info Uniforms[] = { | |||
{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, | |||
{ "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, | |||
{ "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, | |||
{ "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -35,8 +35,8 @@ static const char *FragShaderText = | |||
static struct uniform_info Uniforms[] = { | |||
{ "Scale", 4, GL_FLOAT, { 0.5, 0.4, 0.0, 0}, -1 }, | |||
{ "Bias", 4, GL_FLOAT, { 0.5, 0.3, 0.0, 0}, -1 }, | |||
{ "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 }, | |||
{ "Bias", 1, GL_FLOAT_VEC4, { 0.5, 0.3, 0.0, 0}, -1 }, | |||
{ "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 }, | |||
END_OF_UNIFORMS | |||
}; |
@@ -53,14 +53,14 @@ static int win = 0; | |||
static struct uniform_info ReflectUniforms[] = { | |||
{ "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, | |||
{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, | |||
{ "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 }, | |||
{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
static struct uniform_info SimpleUniforms[] = { | |||
{ "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, | |||
{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, | |||
{ "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 }, | |||
{ "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -24,18 +24,18 @@ static GLuint program; | |||
static struct uniform_info Uniforms[] = { | |||
{ "LightDir", 4, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, | |||
{ "HVector", 4, GL_FLOAT, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 }, | |||
{ "BallCenter", 4, GL_FLOAT, { 0.0, 0.0, 0.0, 1.0 }, -1 }, | |||
{ "SpecularColor", 4, GL_FLOAT, { 0.4, 0.4, 0.4, 60.0 }, -1 }, | |||
{ "Red", 4, GL_FLOAT, { 0.6, 0.0, 0.0, 1.0 }, -1 }, | |||
{ "Blue", 4, GL_FLOAT, { 0.0, 0.3, 0.6, 1.0 }, -1 }, | |||
{ "Yellow", 4, GL_FLOAT, { 0.6, 0.5, 0.0, 1.0 }, -1 }, | |||
{ "HalfSpace0", 4, GL_FLOAT, { 1.0, 0.0, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace1", 4, GL_FLOAT, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace2", 4, GL_FLOAT, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace3", 4, GL_FLOAT, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace4", 4, GL_FLOAT, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 }, | |||
{ "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, | |||
{ "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 }, | |||
{ "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 }, | |||
{ "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 }, | |||
{ "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 }, | |||
{ "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 }, | |||
{ "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 }, | |||
{ "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 }, | |||
{ "HalfSpace4", 1, GL_FLOAT_VEC4, { 0.309116994, -0.951056516, 0.0, 0.2 }, -1 }, | |||
{ "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 }, | |||
{ "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 }, | |||
{ "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 }, |
@@ -43,7 +43,7 @@ static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f; | |||
/* value[0] = tex unit */ | |||
static struct uniform_info Uniforms[] = { | |||
{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, | |||
{ "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -33,7 +33,7 @@ static const char *VertShaderText = | |||
"} \n"; | |||
static struct uniform_info Uniforms[] = { | |||
{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, | |||
{ "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 }, | |||
END_OF_UNIFORMS | |||
}; | |||
@@ -130,21 +130,26 @@ SetUniformValues(GLuint program, struct uniform_info uniforms[]) | |||
uniforms[i].location | |||
= glGetUniformLocation(program, uniforms[i].name); | |||
switch (uniforms[i].size) { | |||
case 1: | |||
if (uniforms[i].type == GL_INT) | |||
glUniform1i(uniforms[i].location, | |||
(GLint) uniforms[i].value[0]); | |||
else | |||
glUniform1fv(uniforms[i].location, 1, uniforms[i].value); | |||
switch (uniforms[i].type) { | |||
case GL_INT: | |||
case GL_SAMPLER_1D: | |||
case GL_SAMPLER_2D: | |||
case GL_SAMPLER_3D: | |||
case GL_SAMPLER_CUBE: | |||
case GL_SAMPLER_2D_RECT_ARB: | |||
glUniform1i(uniforms[i].location, | |||
(GLint) uniforms[i].value[0]); | |||
break; | |||
case GL_FLOAT: | |||
glUniform1fv(uniforms[i].location, 1, uniforms[i].value); | |||
break; | |||
case 2: | |||
case GL_FLOAT_VEC2: | |||
glUniform2fv(uniforms[i].location, 1, uniforms[i].value); | |||
break; | |||
case 3: | |||
case GL_FLOAT_VEC3: | |||
glUniform3fv(uniforms[i].location, 1, uniforms[i].value); | |||
break; | |||
case 4: | |||
case GL_FLOAT_VEC4: | |||
glUniform4fv(uniforms[i].location, 1, uniforms[i].value); | |||
break; | |||
default: | |||
@@ -171,52 +176,6 @@ GetUniforms(GLuint program, struct uniform_info uniforms[]) | |||
glGetActiveUniform(program, i, 100, &len, &size, &type, name); | |||
uniforms[i].name = strdup(name); | |||
switch (type) { | |||
case GL_FLOAT: | |||
size = 1; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_VEC2: | |||
size = 2; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_VEC3: | |||
size = 3; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_VEC4: | |||
size = 4; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_INT: | |||
size = 1; | |||
type = GL_INT; | |||
break; | |||
case GL_INT_VEC2: | |||
size = 2; | |||
type = GL_INT; | |||
break; | |||
case GL_INT_VEC3: | |||
size = 3; | |||
type = GL_INT; | |||
break; | |||
case GL_INT_VEC4: | |||
size = 4; | |||
type = GL_INT; | |||
break; | |||
case GL_FLOAT_MAT3: | |||
/* XXX fix me */ | |||
size = 3; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_MAT4: | |||
/* XXX fix me */ | |||
size = 4; | |||
type = GL_FLOAT; | |||
break; | |||
default: | |||
abort(); | |||
} | |||
uniforms[i].size = size; | |||
uniforms[i].type = type; | |||
uniforms[i].location = glGetUniformLocation(program, name); | |||
@@ -267,42 +226,6 @@ GetAttribs(GLuint program, struct attrib_info attribs[]) | |||
glGetActiveAttrib(program, i, 100, &len, &size, &type, name); | |||
attribs[i].name = strdup(name); | |||
switch (type) { | |||
case GL_FLOAT: | |||
size = 1; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_VEC2: | |||
size = 2; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_VEC3: | |||
size = 3; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_FLOAT_VEC4: | |||
size = 4; | |||
type = GL_FLOAT; | |||
break; | |||
case GL_INT: | |||
size = 1; | |||
type = GL_INT; | |||
break; | |||
case GL_INT_VEC2: | |||
size = 2; | |||
type = GL_INT; | |||
break; | |||
case GL_INT_VEC3: | |||
size = 3; | |||
type = GL_INT; | |||
break; | |||
case GL_INT_VEC4: | |||
size = 4; | |||
type = GL_INT; | |||
break; | |||
default: | |||
abort(); | |||
} | |||
attribs[i].size = size; | |||
attribs[i].type = type; | |||
attribs[i].location = glGetAttribLocation(program, name); |
@@ -7,7 +7,7 @@ struct uniform_info | |||
{ | |||
const char *name; | |||
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */ | |||
GLenum type; /**< GL_FLOAT or GL_INT */ | |||
GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */ | |||
GLfloat value[4]; | |||
GLint location; /**< filled in by InitUniforms() */ | |||
}; | |||
@@ -19,7 +19,7 @@ struct attrib_info | |||
{ | |||
const char *name; | |||
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */ | |||
GLenum type; /**< GL_FLOAT or GL_INT */ | |||
GLenum type; /**< GL_FLOAT, GL_FLOAT_VEC4, GL_INT, etc */ | |||
GLint location; | |||
}; | |||