/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see .
*/
#include "rasterizer/shader-input.hpp"
#include "rasterizer/texture-2d.hpp"
#include "rasterizer/texture-cube.hpp"
#include
shader_input::shader_input(shader_program* program, std::size_t input_index, int gl_uniform_location, const std::string& name, shader_variable_type data_type, std::size_t element_count, int texture_unit):
program(program),
input_index(input_index),
gl_uniform_location(gl_uniform_location),
name(name),
data_type(data_type),
element_count(element_count),
texture_unit(texture_unit)
{}
shader_input::~shader_input()
{}
bool shader_input::upload(const bool& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1i(gl_uniform_location, static_cast(value));
return true;
}
bool shader_input::upload(const bool2& value) const
{
if (gl_uniform_location == -1)
return false;
const GLint values[] = {value[0], value[1]};
glUniform2iv(gl_uniform_location, 1, values);
return true;
}
bool shader_input::upload(const bool3& value) const
{
if (gl_uniform_location == -1)
return false;
const GLint values[] = {value[0], value[1], value[2]};
glUniform3iv(gl_uniform_location, 1, values);
return true;
}
bool shader_input::upload(const bool4& value) const
{
if (gl_uniform_location == -1)
return false;
const GLint values[] = {value[0], value[1], value[2], value[3]};
glUniform4iv(gl_uniform_location, 1, values);
return true;
}
bool shader_input::upload(const int& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1i(gl_uniform_location, value);
return true;
}
bool shader_input::upload(const int2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform2iv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const int3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform3iv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const int4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform4iv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const unsigned int& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1ui(gl_uniform_location, value);
return true;
}
bool shader_input::upload(const uint2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform2uiv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const uint3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform3uiv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const uint4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform4uiv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const float& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1f(gl_uniform_location, value);
return true;
}
bool shader_input::upload(const float2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform2fv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const float3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform3fv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const float4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform4fv(gl_uniform_location, 1, value.data());
return true;
}
bool shader_input::upload(const float2x2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix2fv(gl_uniform_location, 1, GL_FALSE, value[0].data());
return true;
}
bool shader_input::upload(const float3x3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix3fv(gl_uniform_location, 1, GL_FALSE, value[0].data());
return true;
}
bool shader_input::upload(const float4x4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix4fv(gl_uniform_location, 1, GL_FALSE, value[0].data());
return true;
}
bool shader_input::upload(const texture_2d* value) const
{
if (gl_uniform_location == -1)
return false;
// Bind texture to a texture unit reserved by this shader input
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_2D, value->gl_texture_id);
// Upload texture unit index to shader
glUniform1i(gl_uniform_location, texture_unit);
return true;
}
bool shader_input::upload(const texture_cube* value) const
{
if (gl_uniform_location == -1)
return false;
// Bind texture to a texture unit reserved by this shader input
glActiveTexture(GL_TEXTURE0 + texture_unit);
glBindTexture(GL_TEXTURE_CUBE_MAP, value->gl_texture_id);
// Upload texture unit index to shader
glUniform1i(gl_uniform_location, texture_unit);
return true;
}
bool shader_input::upload(std::size_t index, const bool& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1i(gl_uniform_location + static_cast(index), static_cast(value));
return true;
}
bool shader_input::upload(std::size_t index, const bool2& value) const
{
if (gl_uniform_location == -1)
return false;
const GLint values[] = {value[0], value[1]};
glUniform2iv(gl_uniform_location + static_cast(index), 1, values);
return true;
}
bool shader_input::upload(std::size_t index, const bool3& value) const
{
if (gl_uniform_location == -1)
return false;
const GLint values[] = {value[0], value[1], value[3]};
glUniform3iv(gl_uniform_location + static_cast(index), 1, values);
return true;
}
bool shader_input::upload(std::size_t index, const bool4& value) const
{
if (gl_uniform_location == -1)
return false;
const GLint values[] = {value[0], value[1], value[3], value[4]};
glUniform4iv(gl_uniform_location + static_cast(index), 1, values);
return true;
}
bool shader_input::upload(std::size_t index, const int& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1i(gl_uniform_location + static_cast(index), value);
return true;
}
bool shader_input::upload(std::size_t index, const int2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform2iv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const int3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform3iv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const int4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform4iv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const unsigned int& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1ui(gl_uniform_location + static_cast(index), value);
return true;
}
bool shader_input::upload(std::size_t index, const uint2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform2uiv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const uint3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform3uiv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const uint4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform4uiv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const float& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform1f(gl_uniform_location + static_cast(index), value);
return true;
}
bool shader_input::upload(std::size_t index, const float2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform2fv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const float3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform3fv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const float4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniform4fv(gl_uniform_location + static_cast(index), 1, value.data());
return true;
}
bool shader_input::upload(std::size_t index, const float2x2& value) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix2fv(gl_uniform_location + static_cast(index) * 2, 1, GL_FALSE, value[0].data());
return true;
}
bool shader_input::upload(std::size_t index, const float3x3& value) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix3fv(gl_uniform_location + static_cast(index) * 3, 1, GL_FALSE, value[0].data());
return true;
}
bool shader_input::upload(std::size_t index, const float4x4& value) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix4fv(gl_uniform_location + static_cast(index) * 4, 1, GL_FALSE, value[0].data());
return true;
}
bool shader_input::upload(std::size_t index, const texture_2d* value) const
{
if (gl_uniform_location == -1)
return false;
// Bind texture to a texture unit reserved by this shader input
glActiveTexture(GL_TEXTURE0 + texture_unit + static_cast(index));
glBindTexture(GL_TEXTURE_2D, value->gl_texture_id);
// Upload texture unit index to shader
glUniform1i(gl_uniform_location + static_cast(index), texture_unit + static_cast(index));
return true;
}
bool shader_input::upload(std::size_t index, const texture_cube* value) const
{
if (gl_uniform_location == -1)
return false;
// Bind texture to a texture unit reserved by this shader input
glActiveTexture(GL_TEXTURE0 + texture_unit + static_cast(index));
glBindTexture(GL_TEXTURE_CUBE_MAP, value->gl_texture_id);
// Upload texture unit index to shader
glUniform1i(gl_uniform_location + static_cast(index), texture_unit + static_cast(index));
return true;
}
bool shader_input::upload(std::size_t index, const bool* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
int* int_values = new int[count];
for (std::size_t i = 0; i < count; ++i)
int_values[i] = values[i];
glUniform1iv(gl_uniform_location + static_cast(index), static_cast(count), &(*int_values));
delete[] int_values;
return true;
}
bool shader_input::upload(std::size_t index, const bool2* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
int2* int2_values = new int2[count];
for (std::size_t i = 0; i < count; ++i)
int2_values[i] = {values[i][0], values[i][1]};
glUniform2iv(gl_uniform_location + static_cast(index), static_cast(count), &((*int2_values)[0]));
delete[] int2_values;
return true;
}
bool shader_input::upload(std::size_t index, const bool3* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
int3* int3_values = new int3[count];
for (std::size_t i = 0; i < count; ++i)
int3_values[i] = {values[i][0], values[i][1], values[i][2]};
glUniform3iv(gl_uniform_location + static_cast(index), static_cast(count), &((*int3_values)[0]));
delete[] int3_values;
return true;
}
bool shader_input::upload(std::size_t index, const bool4* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
int4* int4_values = new int4[count];
for (std::size_t i = 0; i < count; ++i)
int4_values[i] = {values[i][0], values[i][1], values[i][2], values[i][3]};
glUniform4iv(gl_uniform_location + static_cast(index), static_cast(count), &((*int4_values)[0]));
delete[] int4_values;
return true;
}
bool shader_input::upload(std::size_t index, const int* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform1iv(gl_uniform_location + static_cast(index), static_cast(count), &(*values));
return true;
}
bool shader_input::upload(std::size_t index, const int2* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform2iv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const int3* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform3iv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const int4* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform4iv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const unsigned int* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform1uiv(gl_uniform_location + static_cast(index), static_cast(count), &(*values));
return true;
}
bool shader_input::upload(std::size_t index, const uint2* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform2uiv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const uint3* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform3uiv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const uint4* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform4uiv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const float* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform1fv(gl_uniform_location + static_cast(index), static_cast(count), &(*values));
return true;
}
bool shader_input::upload(std::size_t index, const float2* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform2fv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const float3* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform3fv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const float4* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniform4fv(gl_uniform_location + static_cast(index), static_cast(count), (*values).data());
return true;
}
bool shader_input::upload(std::size_t index, const float2x2* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix2fv(gl_uniform_location + static_cast(index) * 2, static_cast(count), GL_FALSE, (*values)[0].data());
return true;
}
bool shader_input::upload(std::size_t index, const float3x3* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix3fv(gl_uniform_location + static_cast(index) * 3, static_cast(count), GL_FALSE, (*values)[0].data());
return true;
}
bool shader_input::upload(std::size_t index, const float4x4* values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
glUniformMatrix4fv(gl_uniform_location + static_cast(index) * 4, static_cast(count), GL_FALSE, (*values)[0].data());
return true;
}
bool shader_input::upload(std::size_t index, const texture_2d** values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
for (std::size_t i = 0; i < count; ++i)
{
// Bind texture to a texture unit reserved by this shader input
glActiveTexture(GL_TEXTURE0 + texture_unit + static_cast(index + i));
glBindTexture(GL_TEXTURE_2D, values[i]->gl_texture_id);
// Upload texture unit index to shader
glUniform1i(gl_uniform_location + static_cast(index + i), texture_unit + static_cast(index + i));
}
return true;
}
bool shader_input::upload(std::size_t index, const texture_cube** values, std::size_t count) const
{
if (gl_uniform_location == -1)
return false;
for (std::size_t i = 0; i < count; ++i)
{
// Bind texture to a texture unit reserved by this shader input
glActiveTexture(GL_TEXTURE0 + texture_unit + static_cast(index + i));
glBindTexture(GL_TEXTURE_CUBE_MAP, values[i]->gl_texture_id);
// Upload texture unit index to shader
glUniform1i(gl_uniform_location + static_cast(index + i), texture_unit + static_cast(index + i));
}
return true;
}