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#include "GLUniformCache.h"
#include "GLUniform.h"
#include "../../../Main.h"
#include <cstring> // for memcpy()
namespace nCine
{
GLUniformCache::GLUniformCache()
: uniform_(nullptr), dataPointer_(nullptr), isDirty_(false)
{
}
GLUniformCache::GLUniformCache(const GLUniform* uniform)
: uniform_(uniform), dataPointer_(nullptr), isDirty_(false)
{
DEATH_ASSERT(uniform);
}
const GLfloat* GLUniformCache::GetFloatVector() const
{
DEATH_ASSERT(uniform_ == nullptr || (dataPointer_ != nullptr && CheckFloat()));
const GLfloat* vec = nullptr;
if (dataPointer_ != nullptr) {
vec = reinterpret_cast<GLfloat*>(dataPointer_);
}
return vec;
}
GLfloat GLUniformCache::GetFloatValue(std::uint32_t index) const
{
DEATH_ASSERT(uniform_ == nullptr || (dataPointer_ != nullptr && CheckFloat() && uniform_->GetComponentCount() > index));
GLfloat value = 0.0f;
if (dataPointer_ != nullptr) {
value = static_cast<GLfloat>(*dataPointer_);
}
return value;
}
const GLint* GLUniformCache::GetIntVector() const
{
DEATH_ASSERT(uniform_ == nullptr || (dataPointer_ != nullptr && CheckInt()));
const GLint* vec = nullptr;
if (dataPointer_ != nullptr) {
vec = reinterpret_cast<GLint*>(dataPointer_);
}
return vec;
}
GLint GLUniformCache::GetIntValue(std::uint32_t index) const
{
DEATH_ASSERT(uniform_ == nullptr || (dataPointer_ != nullptr && CheckInt() && uniform_->GetComponentCount() > index));
GLint value = 0;
if (dataPointer_ != nullptr) {
value = static_cast<GLint>(*dataPointer_);
}
return value;
}
bool GLUniformCache::SetFloatVector(const GLfloat* vec)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckFloat()) {
return false;
}
isDirty_ = true;
std::memcpy(dataPointer_, vec, sizeof(GLfloat) * uniform_->GetComponentCount());
return true;
}
bool GLUniformCache::SetFloatValue(GLfloat v0)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckFloat() || !CheckComponents(1)) {
return false;
}
isDirty_ = true;
GLfloat* data = reinterpret_cast<GLfloat*>(dataPointer_);
data[0] = v0;
return true;
}
bool GLUniformCache::SetFloatValue(GLfloat v0, GLfloat v1)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckFloat() || !CheckComponents(2)) {
return false;
}
isDirty_ = true;
GLfloat* data = reinterpret_cast<GLfloat*>(dataPointer_);
data[0] = v0;
data[1] = v1;
return true;
}
bool GLUniformCache::SetFloatValue(GLfloat v0, GLfloat v1, GLfloat v2)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckFloat() || !CheckComponents(3)) {
return false;
}
isDirty_ = true;
GLfloat* data = reinterpret_cast<GLfloat*>(dataPointer_);
data[0] = v0;
data[1] = v1;
data[2] = v2;
return true;
}
bool GLUniformCache::SetFloatValue(GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckFloat() || !CheckComponents(4)) {
return false;
}
isDirty_ = true;
GLfloat* data = reinterpret_cast<GLfloat*>(dataPointer_);
data[0] = v0;
data[1] = v1;
data[2] = v2;
data[3] = v3;
return true;
}
bool GLUniformCache::SetIntVector(const GLint* vec)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckInt()) {
return false;
}
isDirty_ = true;
std::memcpy(dataPointer_, vec, sizeof(GLint) * uniform_->GetComponentCount());
return true;
}
bool GLUniformCache::SetIntValue(GLint v0)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckInt() || !CheckComponents(1)) {
return false;
}
isDirty_ = true;
GLint* data = reinterpret_cast<GLint*>(dataPointer_);
data[0] = v0;
return true;
}
bool GLUniformCache::SetIntValue(GLint v0, GLint v1)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckInt() || !CheckComponents(2)) {
return false;
}
isDirty_ = true;
GLint* data = reinterpret_cast<GLint*>(dataPointer_);
data[0] = v0;
data[1] = v1;
return true;
}
bool GLUniformCache::SetIntValue(GLint v0, GLint v1, GLint v2)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckInt() || !CheckComponents(3)) {
return false;
}
isDirty_ = true;
GLint* data = reinterpret_cast<GLint*>(dataPointer_);
data[0] = v0;
data[1] = v1;
data[2] = v2;
return true;
}
bool GLUniformCache::SetIntValue(GLint v0, GLint v1, GLint v2, GLint v3)
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !CheckInt() || !CheckComponents(4)) {
return false;
}
isDirty_ = true;
GLint* data = reinterpret_cast<GLint*>(dataPointer_);
data[0] = v0;
data[1] = v1;
data[2] = v2;
data[3] = v3;
return true;
}
bool GLUniformCache::CommitValue()
{
DEATH_ASSERT(uniform_ == nullptr || dataPointer_ != nullptr);
if (uniform_ == nullptr || dataPointer_ == nullptr || !isDirty_) {
return false;
}
// The uniform must not belong to any uniform block
DEATH_ASSERT(uniform_->GetBlockIndex() == -1);
const GLint location = uniform_->GetLocation();
switch (uniform_->GetType()) {
case GL_FLOAT:
glUniform1fv(location, 1, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
case GL_FLOAT_VEC2:
glUniform2fv(location, 1, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
case GL_FLOAT_VEC3:
glUniform3fv(location, 1, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
case GL_FLOAT_VEC4:
glUniform4fv(location, 1, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
case GL_INT:
glUniform1iv(location, 1, reinterpret_cast<const GLint*>(dataPointer_));
break;
case GL_INT_VEC2:
glUniform2iv(location, 1, reinterpret_cast<const GLint*>(dataPointer_));
break;
case GL_INT_VEC3:
glUniform3iv(location, 1, reinterpret_cast<const GLint*>(dataPointer_));
break;
case GL_INT_VEC4:
glUniform4iv(location, 1, reinterpret_cast<const GLint*>(dataPointer_));
break;
case GL_FLOAT_MAT2:
glUniformMatrix2fv(location, 1, GL_FALSE, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
case GL_FLOAT_MAT3:
glUniformMatrix3fv(location, 1, GL_FALSE, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
case GL_FLOAT_MAT4:
glUniformMatrix4fv(location, 1, GL_FALSE, reinterpret_cast<const GLfloat*>(dataPointer_));
break;
#if !defined(WITH_OPENGLES) // not available in OpenGL ES
case GL_SAMPLER_1D:
#endif
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
#if !defined(WITH_OPENGLES) || (defined(WITH_OPENGLES) && GL_ES_VERSION_3_2)
case GL_SAMPLER_BUFFER:
#endif
glUniform1iv(location, 1, reinterpret_cast<const GLint*>(dataPointer_));
break;
default:
LOGW("No available case to handle type: {}", uniform_->GetType());
break;
}
isDirty_ = false;
return true;
}
bool GLUniformCache::CheckFloat() const
{
if (uniform_->GetBasicType() != GL_FLOAT) {
LOGE("Uniform \"{}\" is not floating point", uniform_->GetName());
return false;
} else {
return true;
}
}
bool GLUniformCache::CheckInt() const
{
if (uniform_->GetBasicType() != GL_INT &&
uniform_->GetBasicType() != GL_BOOL &&
#if !defined(WITH_OPENGLES) // not available in OpenGL ES
uniform_->GetBasicType() != GL_SAMPLER_1D &&
#endif
uniform_->GetBasicType() != GL_SAMPLER_2D &&
uniform_->GetBasicType() != GL_SAMPLER_3D &&
uniform_->GetBasicType() != GL_SAMPLER_CUBE
#if !defined(WITH_OPENGLES) || (defined(WITH_OPENGLES) && GL_ES_VERSION_3_2)
&& uniform_->GetBasicType() != GL_SAMPLER_BUFFER
#endif
) {
LOGE("Uniform \"{}\" is not integer", uniform_->GetName());
return false;
} else {
return true;
}
}
bool GLUniformCache::CheckComponents(std::uint32_t requiredComponents) const
{
if (uniform_->GetComponentCount() != requiredComponents) {
LOGE("Uniform \"{}\" has {} components, not {}", uniform_->GetName(), uniform_->GetComponentCount(), requiredComponents);
return false;
} else {
return true;
}
}
}
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