Created
August 8, 2019 00:46
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pub fn setUniformInt(sp: ShaderProgram, uniform_id: c.GLint, value: c_int) void { | |
c.glUniform1i(uniform_id, value); | |
} | |
pub fn setUniformFloat(sp: ShaderProgram, uniform_id: c.GLint, value: f32) void { | |
c.glUniform1f(uniform_id, value); | |
} | |
pub fn setUniformFloatByName(sp: ShaderProgram, comptime name: []const u8, value: f32) void { | |
const uniformId = sp.uniformLoc(name); | |
if (uniformId != -1) | |
sp.setUniformFloat(uniformId, value); | |
} | |
pub fn setUniformVec3(sp: ShaderProgram, uniform_id: c.GLint, value: math3d.Vec3) void { | |
if (c.is_web) { | |
c.glUniform3fv(uniform_id, value.x, value.y, value.z); | |
} else { | |
var v = value; | |
c.glUniform3fv(uniform_id, 1, v.ptr()); | |
} | |
} | |
pub fn setUniformVec4(sp: ShaderProgram, uniform_id: c.GLint, value: Vec4) void { | |
if (c.is_web) { | |
c.glUniform4fv(uniform_id, value.x, value.y, value.z, value.w); | |
} else { | |
var v = value; | |
c.glUniform4fv(uniform_id, 1, v.ptr()); | |
} | |
} | |
pub fn setUniformVec3ByName(sp: ShaderProgram, comptime name: []const u8, value: Vec3) void { | |
const location = sp.uniformLoc(name); | |
if (location != -1) { | |
sp.setUniformVec3(location, value); | |
} else { | |
log("location for {}: {}", name, location); | |
} | |
debug_gl.assertNoErrorWithMessage("error getting uniform " ++ name); | |
} | |
pub fn setUniformVec4ByName(sp: ShaderProgram, comptime name: []const u8, value: Vec4) void { | |
const location = sp.uniformLoc(name); | |
if (location != -1) sp.setUniformVec4(location, value); | |
} | |
pub fn setUniformMat4x4(sp: ShaderProgram, uniform_id: c.GLint, value: Mat4x4) void { | |
c.glUniformMatrix4fv(uniform_id, 1, c.GL_FALSE, value.data[0][0..].ptr); | |
} | |
pub fn setUniformMat4x4ByName(sp: ShaderProgram, comptime name: []const u8, value: Mat4x4) void { | |
const location = sp.uniformLoc(name); | |
if (location != -1) c.glUniformMatrix4fv(location, 1, c.GL_FALSE, value.data[0][0..].ptr); | |
} | |
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