progs/glsl: change uniform_info::type field to use GLSL vector types

This commit is contained in:
Brian Paul
2009-08-12 17:25:49 -06:00
parent af3d7f6889
commit fdfb0d4b0e
11 changed files with 53 additions and 130 deletions

View File

@@ -24,12 +24,12 @@ static GLuint program;
static struct uniform_info Uniforms[] = { static struct uniform_info Uniforms[] = {
/* vert */ /* 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 */ /* frag */
{ "BrickColor", 3, GL_FLOAT, { 0.8, 0.2, 0.2, 0 }, -1 }, { "BrickColor", 1, GL_FLOAT_VEC3, { 0.8, 0.2, 0.2, 0 }, -1 },
{ "MortarColor", 3, GL_FLOAT, { 0.6, 0.6, 0.6, 0 }, -1 }, { "MortarColor", 1, GL_FLOAT_VEC3, { 0.6, 0.6, 0.6, 0 }, -1 },
{ "BrickSize", 2, GL_FLOAT, { 1.0, 0.3, 0, 0 }, -1 }, { "BrickSize", 1, GL_FLOAT_VEC2, { 1.0, 0.3, 0, 0 }, -1 },
{ "BrickPct", 2, GL_FLOAT, { 0.9, 0.8, 0, 0 }, -1 }, { "BrickPct", 1, GL_FLOAT_VEC2, { 0.9, 0.8, 0, 0 }, -1 },
END_OF_UNIFORMS END_OF_UNIFORMS
}; };

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@@ -24,8 +24,8 @@ static GLuint program;
static struct uniform_info Uniforms[] = { static struct uniform_info Uniforms[] = {
{ "LightPosition", 3, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, { "LightPosition", 1, GL_FLOAT_VEC3, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
{ "SurfaceColor", 3, GL_FLOAT, { 0.8, 0.8, 0.2, 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 }, { "BumpDensity", 1, GL_FLOAT, { 10.0, 0, 0, 0 }, -1 },
{ "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 }, { "BumpSize", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
{ "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 }, { "SpecularFactor", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },

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@@ -25,7 +25,7 @@ static GLuint program;
static struct uniform_info Uniforms[] = { static struct uniform_info Uniforms[] = {
/* vert */ /* 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 }, { "SpecularContribution", 1, GL_FLOAT, { 0.5, 0, 0, 0 }, -1 },
{ "DiffuseContribution", 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 }, { "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 }, { "Zoom", 1, GL_FLOAT, { 0.125, 0, 0, 0 }, -1 },
{ "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 }, { "Xcenter", 1, GL_FLOAT, { -1.5, 0, 0, 0 }, -1 },
{ "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 }, { "Ycenter", 1, GL_FLOAT, { .005, 0, 0, 0 }, -1 },
{ "InnerColor", 3, GL_FLOAT, { 1, 0, 0, 0 }, -1 }, { "InnerColor", 1, GL_FLOAT_VEC3, { 1, 0, 0, 0 }, -1 },
{ "OuterColor1", 3, GL_FLOAT, { 0, 1, 0, 0 }, -1 }, { "OuterColor1", 1, GL_FLOAT_VEC3, { 0, 1, 0, 0 }, -1 },
{ "OuterColor2", 3, GL_FLOAT, { 0, 0, 1, 0 }, -1 }, { "OuterColor2", 1, GL_FLOAT_VEC3, { 0, 0, 1, 0 }, -1 },
END_OF_UNIFORMS END_OF_UNIFORMS
}; };

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@@ -59,8 +59,8 @@ static GLint VertCoord_attr = -1, TexCoord0_attr = -1, TexCoord1_attr = -1;
/* value[0] = tex unit */ /* value[0] = tex unit */
static struct uniform_info Uniforms[] = { static struct uniform_info Uniforms[] = {
{ "tex1", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, { "tex1", 1, GL_SAMPLER_2D, { 0, 0, 0, 0 }, -1 },
{ "tex2", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, { "tex2", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
END_OF_UNIFORMS END_OF_UNIFORMS
}; };

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@@ -35,8 +35,8 @@ static const char *FragShaderText =
static struct uniform_info Uniforms[] = { static struct uniform_info Uniforms[] = {
{ "Scale", 4, GL_FLOAT, { 0.5, 0.4, 0.0, 0}, -1 }, { "Scale", 1, GL_FLOAT_VEC4, { 0.5, 0.4, 0.0, 0}, -1 },
{ "Bias", 4, GL_FLOAT, { 0.5, 0.3, 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 }, { "Slice", 1, GL_FLOAT, { 0.5, 0, 0, 0}, -1 },
END_OF_UNIFORMS END_OF_UNIFORMS
}; };

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@@ -53,14 +53,14 @@ static int win = 0;
static struct uniform_info ReflectUniforms[] = { static struct uniform_info ReflectUniforms[] = {
{ "cubeTex", 1, GL_INT, { 0, 0, 0, 0 }, -1 }, { "cubeTex", 1, GL_SAMPLER_CUBE, { 0, 0, 0, 0 }, -1 },
{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS END_OF_UNIFORMS
}; };
static struct uniform_info SimpleUniforms[] = { static struct uniform_info SimpleUniforms[] = {
{ "tex2d", 1, GL_INT, { 1, 0, 0, 0 }, -1 }, { "tex2d", 1, GL_SAMPLER_2D, { 1, 0, 0, 0 }, -1 },
{ "lightPos", 3, GL_FLOAT, { 10, 10, 20, 0 }, -1 }, { "lightPos", 1, GL_FLOAT_VEC3, { 10, 10, 20, 0 }, -1 },
END_OF_UNIFORMS END_OF_UNIFORMS
}; };

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@@ -24,18 +24,18 @@ static GLuint program;
static struct uniform_info Uniforms[] = { static struct uniform_info Uniforms[] = {
{ "LightDir", 4, GL_FLOAT, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 }, { "LightDir", 1, GL_FLOAT_VEC4, { 0.57737, 0.57735, 0.57735, 0.0 }, -1 },
{ "HVector", 4, GL_FLOAT, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 }, { "HVector", 1, GL_FLOAT_VEC4, { 0.32506, 0.32506, 0.88808, 0.0 }, -1 },
{ "BallCenter", 4, GL_FLOAT, { 0.0, 0.0, 0.0, 1.0 }, -1 }, { "BallCenter", 1, GL_FLOAT_VEC4, { 0.0, 0.0, 0.0, 1.0 }, -1 },
{ "SpecularColor", 4, GL_FLOAT, { 0.4, 0.4, 0.4, 60.0 }, -1 }, { "SpecularColor", 1, GL_FLOAT_VEC4, { 0.4, 0.4, 0.4, 60.0 }, -1 },
{ "Red", 4, GL_FLOAT, { 0.6, 0.0, 0.0, 1.0 }, -1 }, { "Red", 1, GL_FLOAT_VEC4, { 0.6, 0.0, 0.0, 1.0 }, -1 },
{ "Blue", 4, GL_FLOAT, { 0.0, 0.3, 0.6, 1.0 }, -1 }, { "Blue", 1, GL_FLOAT_VEC4, { 0.0, 0.3, 0.6, 1.0 }, -1 },
{ "Yellow", 4, GL_FLOAT, { 0.6, 0.5, 0.0, 1.0 }, -1 }, { "Yellow", 1, GL_FLOAT_VEC4, { 0.6, 0.5, 0.0, 1.0 }, -1 },
{ "HalfSpace0", 4, GL_FLOAT, { 1.0, 0.0, 0.0, 0.2 }, -1 }, { "HalfSpace0", 1, GL_FLOAT_VEC4, { 1.0, 0.0, 0.0, 0.2 }, -1 },
{ "HalfSpace1", 4, GL_FLOAT, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 }, { "HalfSpace1", 1, GL_FLOAT_VEC4, { 0.309016994, 0.951056516, 0.0, 0.2 }, -1 },
{ "HalfSpace2", 4, GL_FLOAT, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 }, { "HalfSpace2", 1, GL_FLOAT_VEC4, { -0.809016994, 0.587785252, 0.0, 0.2 }, -1 },
{ "HalfSpace3", 4, GL_FLOAT, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 }, { "HalfSpace3", 1, GL_FLOAT_VEC4, { -0.809016994, -0.587785252, 0.0, 0.2 }, -1 },
{ "HalfSpace4", 4, GL_FLOAT, { 0.309116994, -0.951056516, 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 }, { "InOrOutInit", 1, GL_FLOAT, { -3.0, 0, 0, 0 }, -1 },
{ "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 }, { "StripeWidth", 1, GL_FLOAT, { 0.3, 0, 0, 0 }, -1 },
{ "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 }, { "FWidth", 1, GL_FLOAT, { 0.005, 0, 0, 0 }, -1 },

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@@ -43,7 +43,7 @@ static GLfloat xRot = -70.0f, yRot = 0.0f, zRot = 0.0f;
/* value[0] = tex unit */ /* value[0] = tex unit */
static struct uniform_info Uniforms[] = { 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 END_OF_UNIFORMS
}; };

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@@ -33,7 +33,7 @@ static const char *VertShaderText =
"} \n"; "} \n";
static struct uniform_info Uniforms[] = { 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 END_OF_UNIFORMS
}; };

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@@ -130,21 +130,26 @@ SetUniformValues(GLuint program, struct uniform_info uniforms[])
uniforms[i].location uniforms[i].location
= glGetUniformLocation(program, uniforms[i].name); = glGetUniformLocation(program, uniforms[i].name);
switch (uniforms[i].size) { switch (uniforms[i].type) {
case 1: case GL_INT:
if (uniforms[i].type == 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, glUniform1i(uniforms[i].location,
(GLint) uniforms[i].value[0]); (GLint) uniforms[i].value[0]);
else break;
case GL_FLOAT:
glUniform1fv(uniforms[i].location, 1, uniforms[i].value); glUniform1fv(uniforms[i].location, 1, uniforms[i].value);
break; break;
case 2: case GL_FLOAT_VEC2:
glUniform2fv(uniforms[i].location, 1, uniforms[i].value); glUniform2fv(uniforms[i].location, 1, uniforms[i].value);
break; break;
case 3: case GL_FLOAT_VEC3:
glUniform3fv(uniforms[i].location, 1, uniforms[i].value); glUniform3fv(uniforms[i].location, 1, uniforms[i].value);
break; break;
case 4: case GL_FLOAT_VEC4:
glUniform4fv(uniforms[i].location, 1, uniforms[i].value); glUniform4fv(uniforms[i].location, 1, uniforms[i].value);
break; break;
default: default:
@@ -171,52 +176,6 @@ GetUniforms(GLuint program, struct uniform_info uniforms[])
glGetActiveUniform(program, i, 100, &len, &size, &type, name); glGetActiveUniform(program, i, 100, &len, &size, &type, name);
uniforms[i].name = strdup(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].size = size;
uniforms[i].type = type; uniforms[i].type = type;
uniforms[i].location = glGetUniformLocation(program, name); 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); glGetActiveAttrib(program, i, 100, &len, &size, &type, name);
attribs[i].name = strdup(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].size = size;
attribs[i].type = type; attribs[i].type = type;
attribs[i].location = glGetAttribLocation(program, name); attribs[i].location = glGetAttribLocation(program, name);

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@@ -7,7 +7,7 @@ struct uniform_info
{ {
const char *name; const char *name;
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */ 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]; GLfloat value[4];
GLint location; /**< filled in by InitUniforms() */ GLint location; /**< filled in by InitUniforms() */
}; };
@@ -19,7 +19,7 @@ struct attrib_info
{ {
const char *name; const char *name;
GLuint size; /**< number of value[] elements: 1, 2, 3 or 4 */ 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; GLint location;
}; };