Created
April 7, 2019 14:30
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TypeUniformMapping :: struct { | |
typetype: typeid, | |
set_uniform: proc(loc: i32, value: rawptr), | |
} | |
type_to_uniform_map := map[gl.Uniform_Type]TypeUniformMapping{ | |
// If we map typeid to Uniform_Type, we could support stuff like array of floats and vec3s | |
gl.Uniform_Type.FLOAT = {typeid_of(f32), proc(loc: i32, value: rawptr) { | |
gl.Uniform1f(loc, (cast(^f32)value)^); | |
}}, | |
gl.Uniform_Type.FLOAT_VEC3 = {typeid_of(math.Vec3), proc(loc: i32, value: rawptr) { | |
m := (cast(^math.Vec3)value)^; | |
gl.Uniform3f(loc, m.x, m.y, m.z); | |
}}, | |
gl.Uniform_Type.FLOAT_MAT4 = {typeid_of(math.Mat4), proc(loc: i32, value: rawptr) { | |
m := (cast(^math.Mat4)value)^; | |
gl.UniformMatrix4fv(loc, 1, gl.FALSE, &m[0][0]); | |
}}, | |
}; | |
shader_set_uniform :: proc(shader: Shader, name: string, value: $T) { | |
u, ok := shader.uniforms[name]; | |
if !ok { | |
log.error("Could not find and set uniform '%v'! Uniform could be inactive", name); | |
return; | |
} | |
mapping: TypeUniformMapping; | |
mapping, ok = type_to_uniform_map[u.kind]; | |
if !ok { | |
log.error("Unsupported uniform type!"); | |
return; | |
} | |
if mapping.typetype != typeid_of(T) { | |
log.error("Uniform '%v' has type '%v', trying to use type '%v'", name, mapping.typetype, typeid_of(T)); | |
} | |
mapping.set_uniform(u.location, rawptr(&value)); | |
} |
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