2011-08-03 20:05:33 +00:00
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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2013-05-10 20:22:35 +00:00
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2011-08-03 20:05:33 +00:00
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#include "Shader.h"
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2013-05-11 22:05:57 +00:00
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#include "algorithmx.h"
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2016-07-09 02:18:40 +00:00
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#include "RenderBase.h"
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#include <sstream>
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2011-08-03 20:05:33 +00:00
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2012-02-05 19:26:23 +00:00
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bool Shader::_wasInited = false;
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bool Shader::_useShaders = false;
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void Shader::staticInit()
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{
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if (_wasInited)
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return;
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_wasInited = true;
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debugLog("Initializing shaders...");
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#if defined(BBGE_BUILD_SHADERS) && defined(BBGE_BUILD_OPENGL)
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2016-09-26 02:13:28 +00:00
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/*char *ext = (char*)glGetString( GL_EXTENSIONS );
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2012-02-05 19:26:23 +00:00
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if( strstr( ext, "GL_ARB_shading_language_100" ) == NULL )
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{
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//This extension string indicates that the OpenGL Shading Language,
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// version 1.00, is supported.
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debugLog("GL_ARB_shading_language_100 extension was not found");
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2016-05-05 17:40:28 +00:00
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2012-02-05 19:26:23 +00:00
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goto end;
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}
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if( strstr( ext, "GL_ARB_shader_objects" ) == NULL )
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{
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debugLog("GL_ARB_shader_objects extension was not found");
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goto end;
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}
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2016-09-26 02:13:28 +00:00
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else*/
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// Better to just check if the function pointers are there;
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// the driver might truncate the extension string or something. -- fg
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2012-02-05 19:26:23 +00:00
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{
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if( !glCreateProgramObjectARB || !glDeleteObjectARB || !glUseProgramObjectARB ||
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2016-05-05 17:40:28 +00:00
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!glCreateShaderObjectARB || !glCreateShaderObjectARB || !glCompileShaderARB ||
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!glGetObjectParameterivARB || !glAttachObjectARB || !glGetInfoLogARB ||
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2013-05-11 22:05:57 +00:00
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!glLinkProgramARB || !glGetUniformLocationARB || !glGetActiveUniformARB ||
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!glUniform1fvARB || !glUniform2fvARB || !glUniform3fvARB || !glUniform4fvARB ||
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!glUniform1ivARB || !glUniform2ivARB || !glUniform3ivARB || !glUniform4ivARB)
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2012-02-05 19:26:23 +00:00
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{
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glCreateProgramObjectARB = 0;
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debugLog("One or more GL_ARB_shader_objects functions were not found");
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goto end;
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}
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}
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// everything fine when we are here
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_useShaders = true;
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2017-01-12 21:51:46 +00:00
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end:
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2017-01-12 21:14:26 +00:00
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#endif
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2012-02-05 19:26:23 +00:00
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if (_useShaders)
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debugLog("Shader support enabled.");
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else
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debugLog("Shader support not enabled.");
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}
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2011-08-03 20:05:33 +00:00
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Shader::Shader()
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{
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2013-05-11 22:05:57 +00:00
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numUniforms = -1;
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uniformsDirty = false;
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2011-08-03 20:05:33 +00:00
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g_programObj = 0;
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}
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Shader::~Shader()
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2013-05-10 20:22:35 +00:00
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{
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unload();
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}
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void Shader::unload()
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2011-08-03 20:05:33 +00:00
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{
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#ifdef BBGE_BUILD_SHADERS
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2012-02-05 19:26:23 +00:00
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if (!_useShaders)
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return;
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2011-08-03 20:05:33 +00:00
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if (g_programObj)
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2013-05-10 20:22:35 +00:00
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{
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2011-08-03 20:05:33 +00:00
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glDeleteObjectARB( g_programObj );
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2013-05-10 20:22:35 +00:00
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g_programObj = 0;
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}
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2011-08-03 20:05:33 +00:00
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#endif
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}
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2013-05-11 22:05:57 +00:00
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bool Shader::isLoaded() const
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2011-08-03 20:05:33 +00:00
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{
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2013-05-10 20:22:35 +00:00
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return g_programObj != 0;
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2011-08-03 20:05:33 +00:00
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}
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void Shader::reload()
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{
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2013-10-24 23:44:34 +00:00
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if (vertFile.size() || fragFile.size())
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load(vertFile, fragFile);
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else
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loadSrc(vertSrc.c_str(), fragSrc.c_str());
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2011-08-03 20:05:33 +00:00
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}
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void Shader::bind()
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{
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#ifdef BBGE_BUILD_SHADERS
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2012-02-05 19:26:23 +00:00
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if (!_useShaders)
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return;
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2013-05-10 20:22:35 +00:00
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glUseProgramObjectARB(g_programObj);
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2013-05-11 22:05:57 +00:00
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_flushUniforms();
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2011-08-03 20:05:33 +00:00
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#endif
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}
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void Shader::unbind()
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{
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#ifdef BBGE_BUILD_SHADERS
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2012-02-05 19:26:23 +00:00
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if (!_useShaders)
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return;
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2013-05-10 20:22:35 +00:00
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glUseProgramObjectARB(0);
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2011-08-03 20:05:33 +00:00
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#endif
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}
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2013-05-10 20:22:35 +00:00
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unsigned int Shader::_compileShader(int type, const char *src, char *errbuf, size_t errbufsize)
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{
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#ifdef BBGE_BUILD_SHADERS
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GLint compiled = 0;
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GLhandleARB handle = glCreateShaderObjectARB(type);
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2013-06-15 00:38:49 +00:00
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if(!handle)
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{
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std::ostringstream os;
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os << "Failed to create shader object of type " << type;
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debugLog(os.str());
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return 0;
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}
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2013-05-10 20:22:35 +00:00
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glShaderSourceARB( handle, 1, &src, NULL );
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glCompileShaderARB( handle);
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glGetObjectParameterivARB(handle, GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
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glGetInfoLogARB(handle, errbufsize, NULL, errbuf);
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if(!compiled)
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{
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glDeleteObjectARB(handle);
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handle = 0;
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}
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GLint err = glGetError();
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if(err != GL_NO_ERROR)
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{
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std::ostringstream os;
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os << "Shader::_compileShader: Unexpected error " << err;
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errorLog(os.str());
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}
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return handle;
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#endif
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return 0;
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}
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2011-08-03 20:05:33 +00:00
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void Shader::load(const std::string &file, const std::string &fragFile)
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{
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2012-02-05 19:26:23 +00:00
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staticInit();
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if(!_useShaders)
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return;
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debugLog("Shader::load("+file+", "+fragFile+")");
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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this->vertFile = file;
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this->fragFile = fragFile;
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2011-08-03 20:05:33 +00:00
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2017-01-12 21:51:46 +00:00
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char *vertCode = file.length() ? readFile(file) : NULL;
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2013-05-10 20:22:35 +00:00
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char *fragCode = fragFile.length() ? readFile(fragFile) : NULL;
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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loadSrc(vertCode, fragCode);
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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delete [] vertCode;
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delete [] fragCode;
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}
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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void Shader::loadSrc(const char *vertCode, const char *fragCode)
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{
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2013-05-11 22:05:57 +00:00
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staticInit();
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2013-05-10 20:22:35 +00:00
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unload();
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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if(!_useShaders)
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return;
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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#ifdef BBGE_BUILD_SHADERS
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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char str[4096];
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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GLhandleARB vertexShader = 0;
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GLhandleARB fragmentShader = 0;
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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//
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// Create the vertex shader...
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//
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2013-05-11 22:05:57 +00:00
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if(vertCode && *vertCode && !(vertexShader = _compileShader(GL_VERTEX_SHADER_ARB, vertCode, str, sizeof(str))))
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2013-05-10 20:22:35 +00:00
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{
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std::ostringstream os;
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os << "Vertex Shader Compile Error [" << vertFile << "]:\n" << str;
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errorLog(os.str());
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return;
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}
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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//
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// Create the fragment shader...
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//
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2013-05-11 22:05:57 +00:00
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if(fragCode && *fragCode && !(fragmentShader = _compileShader(GL_FRAGMENT_SHADER_ARB, fragCode, str, sizeof(str))))
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2013-05-10 20:22:35 +00:00
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{
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std::ostringstream os;
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os << "Fragment Shader Compile Error [" << fragFile << "]:\n" << str;
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errorLog(os.str());
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return;
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}
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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//
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// Create a program object and attach the two compiled shaders...
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//
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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g_programObj = glCreateProgramObjectARB();
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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if (!(g_programObj && (vertexShader || fragmentShader)))
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{
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errorLog("programObj / vertexShader / fragmentShader problem");
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unload();
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return;
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}
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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//
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// Link the program object and print out the info log...
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//
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if(vertexShader)
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glAttachObjectARB( g_programObj, vertexShader );
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if(fragmentShader)
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glAttachObjectARB( g_programObj, fragmentShader );
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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glLinkProgramARB( g_programObj );
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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// Shader objects will be deleted as soon as the program object is deleted
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if(vertexShader)
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glDeleteObjectARB(vertexShader);
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if(fragmentShader)
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glDeleteObjectARB(fragmentShader);
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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GLint bLinked;
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glGetObjectParameterivARB( g_programObj, GL_OBJECT_LINK_STATUS_ARB, &bLinked );
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2011-08-03 20:05:33 +00:00
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2013-05-10 20:22:35 +00:00
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if(!bLinked)
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2011-08-03 20:05:33 +00:00
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{
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2013-05-10 20:22:35 +00:00
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glGetInfoLogARB( g_programObj, sizeof(str), NULL, str );
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std::ostringstream os;
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os << "Shader Linking Error: " << str;
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errorLog(os.str());
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unload();
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return;
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2011-08-03 20:05:33 +00:00
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}
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2013-05-10 20:22:35 +00:00
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2013-10-24 23:44:34 +00:00
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vertSrc = vertCode ? vertCode : "";
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fragSrc = fragCode ? fragCode : "";
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2013-05-11 22:05:57 +00:00
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_queryUniforms();
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2013-05-10 20:22:35 +00:00
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#endif
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}
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2013-05-11 22:05:57 +00:00
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void Shader::_setUniform(Uniform *u)
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{
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switch(u->type)
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{
|
2017-01-12 21:51:46 +00:00
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case GL_FLOAT: glUniform1fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC2_ARB: glUniform2fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC3_ARB: glUniform3fvARB(u->location, 1, u->data.f.f); break;
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case GL_FLOAT_VEC4_ARB: glUniform4fvARB(u->location, 1, u->data.f.f); break;
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case GL_INT: glUniform1ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC2_ARB: glUniform2ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC3_ARB: glUniform3ivARB(u->location, 1, u->data.i.i); break;
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case GL_INT_VEC4_ARB: glUniform4ivARB(u->location, 1, u->data.i.i); break;
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2013-05-11 22:05:57 +00:00
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}
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u->dirty = false;
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}
|
2013-05-10 20:22:35 +00:00
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|
2013-05-11 22:05:57 +00:00
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void Shader::_flushUniforms()
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2013-05-10 20:22:35 +00:00
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{
|
2013-05-11 22:05:57 +00:00
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if(!uniformsDirty)
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return;
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uniformsDirty = false;
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for(size_t i = 0; i < uniforms.size(); ++i)
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{
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Uniform &u = uniforms[i];
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if(u.dirty)
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_setUniform(&u);
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}
|
2013-05-10 20:22:35 +00:00
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|
|
}
|
|
|
|
|
2013-05-11 22:05:57 +00:00
|
|
|
// for sorting
|
|
|
|
bool Shader::_sortUniform(const Uniform& a, const char *bname)
|
2013-05-10 20:22:35 +00:00
|
|
|
{
|
2013-05-11 22:05:57 +00:00
|
|
|
return strcmp(a.name, bname) < 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Shader::Uniform::operator< (const Uniform& b) const
|
|
|
|
{
|
|
|
|
return Shader::_sortUniform(*this, &b.name[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Shader::_queryUniforms()
|
|
|
|
{
|
2017-01-14 17:10:20 +00:00
|
|
|
glGetObjectParameterivARB(g_programObj, GL_OBJECT_ACTIVE_UNIFORMS_ARB , (GLint*)&numUniforms);
|
2013-05-11 22:05:57 +00:00
|
|
|
|
2017-01-14 19:10:42 +00:00
|
|
|
if (numUniforms == 0 || numUniforms == -1)
|
2013-10-24 23:44:34 +00:00
|
|
|
{
|
|
|
|
uniforms.clear();
|
2013-05-10 20:22:35 +00:00
|
|
|
return;
|
2013-10-24 23:44:34 +00:00
|
|
|
}
|
2013-05-11 22:05:57 +00:00
|
|
|
|
|
|
|
uniforms.reserve(numUniforms);
|
2013-10-24 23:44:34 +00:00
|
|
|
size_t total = 0;
|
2013-05-11 22:05:57 +00:00
|
|
|
|
|
|
|
for (unsigned int i = 0; i < numUniforms; ++i)
|
|
|
|
{
|
|
|
|
Uniform u;
|
|
|
|
GLint size = 0;
|
|
|
|
GLenum type = 0;
|
|
|
|
glGetActiveUniformARB(g_programObj, i, sizeof(u.name), NULL, &size, &type, &u.name[0]);
|
|
|
|
if(!type || !size)
|
|
|
|
continue;
|
|
|
|
u.location = glGetUniformLocationARB(g_programObj, u.name);
|
|
|
|
if(u.location == -1)
|
|
|
|
continue;
|
2013-10-24 23:44:34 +00:00
|
|
|
|
|
|
|
bool add = total >= uniforms.size();
|
|
|
|
if(add || type != u.type) // keep data intact on reload
|
|
|
|
memset(&u.data, 0, sizeof(u.data));
|
|
|
|
u.dirty = true;
|
2013-05-11 22:05:57 +00:00
|
|
|
u.type = type;
|
2016-05-05 17:40:28 +00:00
|
|
|
|
2013-10-24 23:44:34 +00:00
|
|
|
if(add)
|
|
|
|
uniforms.push_back(u);
|
|
|
|
else
|
|
|
|
uniforms[total] = u;
|
2013-05-11 22:05:57 +00:00
|
|
|
|
2013-10-24 23:44:34 +00:00
|
|
|
++total;
|
2013-05-11 22:05:57 +00:00
|
|
|
}
|
|
|
|
|
2013-10-24 23:44:34 +00:00
|
|
|
uniforms.resize(total);
|
|
|
|
|
2013-05-11 22:05:57 +00:00
|
|
|
// sort to be able to do binary search later
|
|
|
|
std::sort(uniforms.begin(), uniforms.end());
|
2013-10-24 23:44:34 +00:00
|
|
|
|
|
|
|
uniformsDirty = true;
|
2013-05-11 22:05:57 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
int Shader::_getUniformIndex(const char *name)
|
|
|
|
{
|
|
|
|
// binary search
|
|
|
|
UniformVec::iterator it = stdx_fg::lower_bound(uniforms.begin(), uniforms.end(), name, _sortUniform);
|
2013-05-14 23:56:50 +00:00
|
|
|
// because lower_bound returns the first element that compares less, it might not be the correct one
|
|
|
|
if(it != uniforms.end() && strcmp(it->name, name))
|
|
|
|
return -1;
|
2013-05-11 22:05:57 +00:00
|
|
|
return int(it - uniforms.begin());
|
2011-08-03 20:05:33 +00:00
|
|
|
}
|
|
|
|
|
2013-05-11 22:05:57 +00:00
|
|
|
void Shader::setInt(const char *name, int x, int y /* = 0 */, int z /* = 0 */, int w /* = 0 */)
|
2013-05-10 20:22:35 +00:00
|
|
|
{
|
|
|
|
#if BBGE_BUILD_SHADERS
|
2017-01-14 19:10:42 +00:00
|
|
|
if(!g_programObj || numUniforms == 0 || numUniforms == -1)
|
2013-05-10 20:22:35 +00:00
|
|
|
return;
|
2013-05-11 22:05:57 +00:00
|
|
|
int idx = _getUniformIndex(name);
|
|
|
|
if(unsigned(idx) >= uniforms.size())
|
|
|
|
return;
|
|
|
|
Uniform& u = uniforms[idx];
|
2017-01-12 21:51:46 +00:00
|
|
|
u.data.i.i[0] = x;
|
|
|
|
u.data.i.i[1] = y;
|
|
|
|
u.data.i.i[2] = z;
|
|
|
|
u.data.i.i[3] = w;
|
2013-05-11 22:05:57 +00:00
|
|
|
u.dirty = true;
|
|
|
|
uniformsDirty = true;
|
2013-05-10 20:22:35 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2013-05-11 22:05:57 +00:00
|
|
|
void Shader::setFloat(const char *name, float x, float y /* = 0 */, float z /* = 0 */, float w /* = 0 */)
|
2013-05-10 20:22:35 +00:00
|
|
|
{
|
|
|
|
#if BBGE_BUILD_SHADERS
|
2017-01-14 19:10:42 +00:00
|
|
|
if(!g_programObj || numUniforms == 0 || numUniforms == -1)
|
2013-05-10 20:22:35 +00:00
|
|
|
return;
|
2013-05-11 22:05:57 +00:00
|
|
|
int idx = _getUniformIndex(name);
|
|
|
|
if(unsigned(idx) >= uniforms.size())
|
|
|
|
return;
|
|
|
|
Uniform& u = uniforms[idx];
|
2017-01-12 21:51:46 +00:00
|
|
|
u.data.f.f[0] = x;
|
|
|
|
u.data.f.f[1] = y;
|
|
|
|
u.data.f.f[2] = z;
|
|
|
|
u.data.f.f[3] = w;
|
2013-05-11 22:05:57 +00:00
|
|
|
u.dirty = true;
|
|
|
|
uniformsDirty = true;
|
2013-05-10 20:22:35 +00:00
|
|
|
#endif
|
|
|
|
}
|