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glsl.cpp
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1972 lines (1524 loc) · 49.1 KB
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/********************************************************************
glsl.cpp
Version: 1.0.0_rc5
Last update: 2006/11/12 (Geometry Shader Support)
(c) 2003-2006 by Martin Christen. All Rights reserved.
*********************************************************************/
#include "glsl.h"
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <fstream>
#include <algorithm>
#include <math.h>
using namespace std;
using namespace cwc;
bool useGLSL = false;
bool extensions_init = false;
bool bGeometryShader = false;
bool bGPUShader4 = false;
//-----------------------------------------------------------------------------
/*! \mainpage
\section s_intro Introduction
This is libglsl - a collection of helper classes to load, compile, link and activate shaders
written in the OpenGL Shading language. Vertex Shaders, Geometry Shaders and Fragment shaders
are supported (if the hardware is capable of supporting them, of course).
Version info: \ref s_libglslnews
\section s_examples Examples
\subsection Loading Vertex and Fragment Shader using Shader Manager.
\verbatim
Initialization:
glShaderManager SM;
glShader *shader = SM.loadfromFile("test.vert","test.frag");
if (shader==0)
cout << "Error Loading, compiling or linking shader\n";
Render:
shader->begin();
shader->setUniform1f("MyFloat", 1.123);
glutDrawSolidSphere(1.0);
shader->end();
\endverbatim
\subsection geom_shader Geometry Shader
The easiest way to use Geometry Shaders is through the
Shadermanager.
Initialization:
\verbatim
SM.SetInputPrimitiveType(GL_TRIANGLES);
SM.SetOutputPrimitiveType(GL_TRIANGLE_STRIP);
SM.SetVerticesOut(3);
glShader *shader = SM.loadfromFile("test.vert","test.geom","test.frag");
\endverbatim
*/
namespace cwc
{
//-----------------------------------------------------------------------------
// Error, Warning and Info Strings
char* aGLSLStrings[] = {
"[e00] GLSL is not available!",
"[e01] Not a valid program object!",
"[e02] Not a valid object!",
"[e03] Out of memory!",
"[e04] Unknown compiler error!",
"[e05] Linker log is not available!",
"[e06] Compiler log is not available!",
"[Empty]"
};
//-----------------------------------------------------------------------------
// GL ERROR CHECK
int CheckGLError(char *file, int line)
{
GLenum glErr;
int retCode = 0;
glErr = glGetError();
while (glErr != GL_NO_ERROR)
{
const GLubyte* sError = gluErrorString(glErr);
if (sError)
cout << "GL Error #" << glErr << "(" << gluErrorString(glErr) << ") " << " in File " << file << " at line: " << line << endl;
else
cout << "GL Error #" << glErr << " (no message available)" << " in File " << file << " at line: " << line << endl;
retCode = 1;
glErr = glGetError();
}
return retCode;
}
#define CHECK_GL_ERROR() CheckGLError(__FILE__, __LINE__)
//-----------------------------------------------------------------------------
bool InitOpenGLExtensions(void)
{
if (extensions_init) return true;
extensions_init = true;
GLenum err = glewInit();
if (GLEW_OK != err)
{
cout << "Error:" << glewGetErrorString(err) << endl;
extensions_init = false;
return false;
}
cout << "OpenGL Vendor: " << (char*) glGetString(GL_VENDOR) << "\n";
cout << "OpenGL Renderer: " << (char*) glGetString(GL_RENDERER) << "\n";
cout << "OpenGL Version: " << (char*) glGetString(GL_VERSION) << "\n\n";
//cout << "OpenGL Extensions:\n" << (char*) glGetString(GL_EXTENSIONS) << "\n\n";
HasGLSLSupport();
return true;
}
bool HasGLSLSupport(void)
{
bGeometryShader = HasGeometryShaderSupport();
bGPUShader4 = HasShaderModel4();
if (useGLSL) return true; // already initialized and GLSL is available
useGLSL = true;
if (!extensions_init) InitOpenGLExtensions(); // extensions were not yet initialized!!
if (GLEW_VERSION_2_0)
{
cout << "OpenGL 2.0 (or higher) is available!" << endl;
}
else if (GLEW_VERSION_1_5)
{
cout << "OpenGL 1.5 core functions are available" << endl;
}
else if (GLEW_VERSION_1_4)
{
cout << "OpenGL 1.4 core functions are available" << endl;
}
else if (GLEW_VERSION_1_3)
{
cout << "OpenGL 1.3 core functions are available" << endl;
}
else if (GLEW_VERSION_1_2)
{
cout << "OpenGL 1.2 core functions are available" << endl;
}
if (GL_TRUE != glewGetExtension("GL_ARB_fragment_shader"))
{
cout << "[WARNING] GL_ARB_fragment_shader extension is not available!\n";
useGLSL = false;
}
if (GL_TRUE != glewGetExtension("GL_ARB_vertex_shader"))
{
cout << "[WARNING] GL_ARB_vertex_shader extension is not available!\n";
useGLSL = false;
}
if (GL_TRUE != glewGetExtension("GL_ARB_shader_objects"))
{
cout << "[WARNING] GL_ARB_shader_objects extension is not available!\n";
useGLSL = false;
}
if (useGLSL)
{
cout << "[OK] OpenGL Shading Language is available!\n\n";
}
else
{
cout << "[FAILED] OpenGL Shading Language is not available...\n\n";
}
return useGLSL;
}
bool HasOpenGL2Support(void)
{
if (!extensions_init) InitOpenGLExtensions();
return (GLEW_VERSION_2_0 == GL_TRUE);
}
bool HasGeometryShaderSupport(void)
{
if (GL_TRUE != glewGetExtension("GL_EXT_geometry_shader4"))
return false;
return true;
}
bool HasShaderModel4(void)
{
if (GL_TRUE != glewGetExtension("GL_EXT_gpu_shader4"))
return false;
return true;
}
}
//-----------------------------------------------------------------------------
// ************************************************************************
// Implementation of glShader class
// ************************************************************************
glShader::glShader()
{
InitOpenGLExtensions();
ProgramObject = 0;
linker_log = 0;
is_linked = false;
_mM = false;
_noshader = true;
if (!useGLSL)
{
cout << "**ERROR: OpenGL Shading Language is NOT available!" << endl;
}
else
{
ProgramObject = glCreateProgram();
}
}
//-----------------------------------------------------------------------------
glShader::~glShader()
{
if (linker_log!=0) free(linker_log);
if (useGLSL)
{
for (unsigned int i=0;i<ShaderList.size();i++)
{
glDetachShader(ProgramObject, ShaderList[i]->ShaderObject);
CHECK_GL_ERROR(); // if you get an error here, you deleted the Program object first and then
// the ShaderObject! Always delete ShaderObjects last!
if (_mM) delete ShaderList[i];
}
glDeleteShader(ProgramObject);
CHECK_GL_ERROR();
}
}
//-----------------------------------------------------------------------------
void glShader::addShader(glShaderObject* ShaderProgram)
{
if (!useGLSL) return;
if (ShaderProgram==0) return;
if (!ShaderProgram->is_compiled)
{
cout << "**warning** please compile program before adding object! trying to compile now...\n";
if (!ShaderProgram->compile())
{
cout << "...compile ERROR!\n";
return;
}
else
{
cout << "...ok!\n";
}
}
ShaderList.push_back(ShaderProgram);
}
//-----------------------------------------------------------------------------
void glShader::SetInputPrimitiveType(int nInputPrimitiveType)
{
_nInputPrimitiveType = nInputPrimitiveType;
}
void glShader::SetOutputPrimitiveType(int nOutputPrimitiveType)
{
_nOutputPrimitiveType = nOutputPrimitiveType;
}
void glShader::SetVerticesOut(int nVerticesOut)
{
_nVerticesOut = nVerticesOut;
}
//-----------------------------------------------------------------------------
bool glShader::link(void)
{
if (!useGLSL) return false;
unsigned int i;
if (_bUsesGeometryShader)
{
glProgramParameteriEXT(ProgramObject, GL_GEOMETRY_INPUT_TYPE_EXT, _nInputPrimitiveType);
glProgramParameteriEXT(ProgramObject, GL_GEOMETRY_OUTPUT_TYPE_EXT, _nOutputPrimitiveType);
glProgramParameteriEXT(ProgramObject, GL_GEOMETRY_VERTICES_OUT_EXT, _nVerticesOut);
}
if (is_linked) // already linked, detach everything first
{
cout << "**warning** Object is already linked, trying to link again" << endl;
for (i=0;i<ShaderList.size();i++)
{
glDetachShader(ProgramObject, ShaderList[i]->ShaderObject);
CHECK_GL_ERROR();
}
}
for (i=0;i<ShaderList.size();i++)
{
glAttachShader(ProgramObject, ShaderList[i]->ShaderObject);
CHECK_GL_ERROR();
//cout << "attaching ProgramObj [" << i << "] @ 0x" << hex << ShaderList[i]->ProgramObject << " in ShaderObj @ 0x" << ShaderObject << endl;
}
GLint linked; // bugfix Oct-06-2006
glLinkProgram(ProgramObject);
CHECK_GL_ERROR();
glGetProgramiv(ProgramObject, GL_LINK_STATUS, &linked);
CHECK_GL_ERROR();
if (linked)
{
is_linked = true;
return true;
}
else
{
cout << "**linker error**\n";
}
return false;
}
//-----------------------------------------------------------------------------
// Compiler Log: Ausgabe der Compiler Meldungen in String
char* glShader::getLinkerLog(void)
{
if (!useGLSL) return aGLSLStrings[0];
GLint blen = 0; // bugfix Oct-06-2006
GLsizei slen = 0; // bugfix Oct-06-2006
if (ProgramObject==0) return aGLSLStrings[2];
glGetProgramiv(ProgramObject, GL_INFO_LOG_LENGTH , &blen);
CHECK_GL_ERROR();
if (blen > 1)
{
if (linker_log!=0)
{
free(linker_log);
linker_log =0;
}
if ((linker_log = (GLcharARB*)malloc(blen)) == NULL)
{
printf("ERROR: Could not allocate compiler_log buffer\n");
return aGLSLStrings[3];
}
glGetProgramInfoLog(ProgramObject, blen, &slen, linker_log);
CHECK_GL_ERROR();
}
if (linker_log!=0)
return (char*) linker_log;
else
return aGLSLStrings[5];
return aGLSLStrings[4];
}
void glShader::begin(void)
{
if (!useGLSL) return;
if (ProgramObject == 0) return;
if (!_noshader) return;
if (is_linked)
{
glUseProgram(ProgramObject);
CHECK_GL_ERROR();
}
}
//-----------------------------------------------------------------------------
void glShader::end(void)
{
if (!useGLSL) return;
if (!_noshader) return;
glUseProgram(0);
CHECK_GL_ERROR();
}
//-----------------------------------------------------------------------------
bool glShader::setUniform1f(GLcharARB* varname, GLfloat v0, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform1f(loc, v0);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform2f(GLcharARB* varname, GLfloat v0, GLfloat v1, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform2f(loc, v0, v1);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform3f(GLcharARB* varname, GLfloat v0, GLfloat v1, GLfloat v2, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform3f(loc, v0, v1, v2);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform4f(GLcharARB* varname, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform4f(loc, v0, v1, v2, v3);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform1i(GLcharARB* varname, GLint v0, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform1i(loc, v0);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform2i(GLcharARB* varname, GLint v0, GLint v1, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform2i(loc, v0, v1);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform3i(GLcharARB* varname, GLint v0, GLint v1, GLint v2, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform3i(loc, v0, v1, v2);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform4i(GLcharARB* varname, GLint v0, GLint v1, GLint v2, GLint v3, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform4i(loc, v0, v1, v2, v3);
return true;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool glShader::setUniform1ui(GLcharARB* varname, GLuint v0, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform1uiEXT(loc, v0);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform2ui(GLcharARB* varname, GLuint v0, GLuint v1, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform2uiEXT(loc, v0, v1);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform3ui(GLcharARB* varname, GLuint v0, GLuint v1, GLuint v2, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform3uiEXT(loc, v0, v1, v2);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform4ui(GLcharARB* varname, GLuint v0, GLuint v1, GLuint v2, GLuint v3, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform4uiEXT(loc, v0, v1, v2, v3);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform1fv(GLcharARB* varname, GLsizei count, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform1fv(loc, count, value);
return true;
}
bool glShader::setUniform2fv(GLcharARB* varname, GLsizei count, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform2fv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform3fv(GLcharARB* varname, GLsizei count, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform3fv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform4fv(GLcharARB* varname, GLsizei count, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform4fv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform1iv(GLcharARB* varname, GLsizei count, GLint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform1iv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform2iv(GLcharARB* varname, GLsizei count, GLint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform2iv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform3iv(GLcharARB* varname, GLsizei count, GLint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform3iv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform4iv(GLcharARB* varname, GLsizei count, GLint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform4iv(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform1uiv(GLcharARB* varname, GLsizei count, GLuint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform1uivEXT(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform2uiv(GLcharARB* varname, GLsizei count, GLuint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform2uivEXT(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform3uiv(GLcharARB* varname, GLsizei count, GLuint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform3uivEXT(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniform4uiv(GLcharARB* varname, GLsizei count, GLuint *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!bGPUShader4) return false;
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniform4uivEXT(loc, count, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniformMatrix2fv(GLcharARB* varname, GLsizei count, GLboolean transpose, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniformMatrix2fv(loc, count, transpose, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniformMatrix3fv(GLcharARB* varname, GLsizei count, GLboolean transpose, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniformMatrix3fv(loc, count, transpose, value);
return true;
}
//-----------------------------------------------------------------------------
bool glShader::setUniformMatrix4fv(GLcharARB* varname, GLsizei count, GLboolean transpose, GLfloat *value, GLint index)
{
if (!useGLSL) return false; // GLSL not available
if (!_noshader) return true;
GLint loc;
if (varname)
loc = GetUniformLocation(varname);
else
loc = index;
if (loc==-1)
return false; // can't find variable / invalid index
glUniformMatrix4fv(loc, count, transpose, value);
return true;
}
//-----------------------------------------------------------------------------