/* * 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 "gl/shader-input.hpp" #include "gl/texture-2d.hpp" #include "gl/texture-cube.hpp" #include namespace gl { 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; } } // namespace gl