示例#1
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文件: gl.go 项目: extrame/gl
// SetUniform sets a uniform variable using the appropriate glUniform* or glUniformMatrix* call. It supports arrays of float32 and float64 or Mat4 objects.
// NB: The underlying API does not support double precision, being able to pass float64 values is for convenience only.
// BUG: It does not support non-square matrices.
func (p *Program) SetUniform(loc string, data interface{}) {
	uni := p.uni[loc]
	switch f := data.(type) {
	case float32:
		C.glUniform1f(uni, C.GLfloat(f))
	case [1]float32:
		C.glUniform1f(uni, C.GLfloat(f[0]))
	case [2]float32:
		C.glUniform2f(uni, C.GLfloat(f[0]), C.GLfloat(f[1]))
	case [3]float32:
		C.glUniform3f(uni, C.GLfloat(f[0]), C.GLfloat(f[1]), C.GLfloat(f[2]))
	case [4]float32:
		C.glUniform4f(uni, C.GLfloat(f[0]), C.GLfloat(f[1]), C.GLfloat(f[2]), C.GLfloat(f[3]))
	case float64:
		C.glUniform1f(uni, C.GLfloat(f))
	case [1]float64:
		C.glUniform1f(uni, C.GLfloat(f[0]))
	case [2]float64:
		C.glUniform2f(uni, C.GLfloat(f[0]), C.GLfloat(f[1]))
	case [3]float64:
		C.glUniform3f(uni, C.GLfloat(f[0]), C.GLfloat(f[1]), C.GLfloat(f[2]))
	case [4]float64:
		C.glUniform4f(uni, C.GLfloat(f[0]), C.GLfloat(f[1]), C.GLfloat(f[2]), C.GLfloat(f[3]))
	case int:
		C.glUniform1i(uni, C.GLint(f))
	case [1]int:
		C.glUniform1i(uni, C.GLint(f[0]))
	case [2]int:
		C.glUniform2i(uni, C.GLint(f[0]), C.GLint(f[1]))
	case [3]int:
		C.glUniform3i(uni, C.GLint(f[0]), C.GLint(f[1]), C.GLint(f[2]))
	case [4]int:
		C.glUniform4i(uni, C.GLint(f[0]), C.GLint(f[1]), C.GLint(f[2]), C.GLint(f[3]))
	case [2][2]float32:
		g := [4]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1])}
		C.glUniformMatrix2fv(uni, 1, FALSE, &g[0])
	case [2][2]float64:
		g := [4]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1])}
		C.glUniformMatrix2fv(uni, 1, FALSE, &g[0])
	case [3][3]float32:
		g := [9]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[2][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1]), C.GLfloat(f[2][1]), C.GLfloat(f[0][2]), C.GLfloat(f[1][2]), C.GLfloat(f[2][2])}
		C.glUniformMatrix3fv(uni, 1, FALSE, &g[0])
	case [3][3]float64:
		g := [9]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[2][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1]), C.GLfloat(f[2][1]), C.GLfloat(f[0][2]), C.GLfloat(f[1][2]), C.GLfloat(f[2][2])}
		C.glUniformMatrix3fv(uni, 1, FALSE, &g[0])
	case [4][4]float32:
		g := [16]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[2][0]), C.GLfloat(f[3][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1]), C.GLfloat(f[2][1]), C.GLfloat(f[3][1]), C.GLfloat(f[0][2]), C.GLfloat(f[1][2]), C.GLfloat(f[2][2]), C.GLfloat(f[3][2]), C.GLfloat(f[0][3]), C.GLfloat(f[1][3]), C.GLfloat(f[2][3]), C.GLfloat(f[3][3])}
		C.glUniformMatrix4fv(uni, 1, FALSE, &g[0])
	case [4][4]float64:
		g := [16]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[2][0]), C.GLfloat(f[3][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1]), C.GLfloat(f[2][1]), C.GLfloat(f[3][1]), C.GLfloat(f[0][2]), C.GLfloat(f[1][2]), C.GLfloat(f[2][2]), C.GLfloat(f[3][2]), C.GLfloat(f[0][3]), C.GLfloat(f[1][3]), C.GLfloat(f[2][3]), C.GLfloat(f[3][3])}
		C.glUniformMatrix4fv(uni, 1, FALSE, &g[0])
	case Mat4:
		g := [16]C.GLfloat{C.GLfloat(f[0][0]), C.GLfloat(f[1][0]), C.GLfloat(f[2][0]), C.GLfloat(f[3][0]), C.GLfloat(f[0][1]), C.GLfloat(f[1][1]), C.GLfloat(f[2][1]), C.GLfloat(f[3][1]), C.GLfloat(f[0][2]), C.GLfloat(f[1][2]), C.GLfloat(f[2][2]), C.GLfloat(f[3][2]), C.GLfloat(f[0][3]), C.GLfloat(f[1][3]), C.GLfloat(f[2][3]), C.GLfloat(f[3][3])}
		C.glUniformMatrix4fv(uni, 1, FALSE, &g[0])
	default:
		panic("invalid type passed to SetUniform()")
	}
}
示例#2
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文件: gldebug.go 项目: Miaque/mojo
func UniformMatrix2fv(dst Uniform, src []float32) {
	defer func() {
		errstr := errDrain()
		log.Printf("gl.UniformMatrix2fv(%v, len(%d)) %v", dst, len(src), errstr)
	}()
	C.glUniformMatrix2fv(dst.c(), C.GLsizei(len(src)/4), 0, (*C.GLfloat)(&src[0]))
}
示例#3
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文件: gles2.go 项目: remogatto/egles
func UniformMatrix2fv(
	location int32, count Sizei,
	transpose bool, value *float32) {
	C.glUniformMatrix2fv(
		C.GLint(location),
		C.GLsizei(count),
		glBoolean(transpose),
		(*C.GLfloat)(value))
}
示例#4
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func (location UniformLocation) UniformMatrix2fv(transpose bool, list ...[]float32) {
	if len(list) < 1 {
		panic(ErrorInputSize)
	}
	// Maybe this isn't the best solution because of added overhead.
	for i, _ := range list {
		if len(list[i]) != 2 {
			panic(ErrorInputSize)
		}
	}
	C.glUniformMatrix2fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0]))))
}
示例#5
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func UniformMatrix2fv(dst Uniform, src []float32) {
	// OpenGL ES 2 does not support transpose.
	C.glUniformMatrix2fv(dst.c(), C.GLsizei(len(src)/4), 0, (*C.GLfloat)(&src[0]))
}
示例#6
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文件: es2.go 项目: nick-fedesna/egles
func UniformMatrix2fv(location, count int, transpose bool, value []float32) {
	C.glUniformMatrix2fv(C.GLint(location), C.GLsizei(count), glBoolean(transpose),
		(*C.GLfloat)(&value[0]))
}
示例#7
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func (location UniformLocation) UniformMatrix2f(transpose bool, matrix *[4]float32) {
	if matrix == nil {
		panic("Matrix is nil")
	}
	C.glUniformMatrix2fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0]))))
}
示例#8
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func (location UniformLocation) UniformMatrix2fv(transpose bool, list ...[4]float32) {
	if len(list) < 1 {
		panic("Invalid array length - must be at least 1")
	}
	C.glUniformMatrix2fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0]))))
}
示例#9
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func (location UniformLocation) UniformMatrix2f(transpose bool, matrix []float32) {
	if len(matrix) != 2 {
		panic(ErrorInputSize)
	}
	C.glUniformMatrix2fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0]))))
}