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- #include <sstream>
- #include "CPass.h"
- #include "WallpaperEngine/Render/CFBO.h"
- #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariable.h"
- #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableFloat.h"
- #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableInteger.h"
- #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector2.h"
- #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector3.h"
- #include "WallpaperEngine/Render/Shaders/Variables/CShaderVariableVector4.h"
- #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstant.h"
- #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantFloat.h"
- #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantInteger.h"
- #include "WallpaperEngine/Core/Objects/Effects/Constants/CShaderConstantVector4.h"
- using namespace WallpaperEngine::Core::Objects::Effects::Constants;
- using namespace WallpaperEngine::Render::Shaders::Variables;
- using namespace WallpaperEngine::Render::Objects::Effects;
- extern float g_Time;
- CPass::CPass (CMaterial* material, Core::Objects::Images::Materials::CPass* pass) :
- m_material (material),
- m_pass (pass)
- {
- this->setupTextures ();
- this->setupShaders ();
- this->setupShaderVariables ();
- }
- ITexture* CPass::resolveTexture (ITexture* expected, int index, ITexture* previous)
- {
- if (expected == nullptr)
- {
- auto it = this->m_fbos.find (index);
- if (it == this->m_fbos.end ())
- return nullptr;
- expected = (*it).second;
- }
- // first check in the binds and replace it if necessary
- auto it = this->m_material->getMaterial ()->getTextureBinds ().find (index);
- if (it == this->m_material->getMaterial ()->getTextureBinds ().end ())
- return expected;
- // a bind named "previous" is just another way of telling it to use whatever texture there was already
- if ((*it).second->getName () == "previous")
- if (previous == nullptr)
- return expected;
- else
- return previous;
- // the bind actually has a name, search the FBO in the effect and return it
- auto fbo = this->m_material->m_effect->findFBO ((*it).second->getName ());
- if (fbo == nullptr)
- return nullptr;
- return fbo;
- }
- void CPass::render (CFBO* drawTo, ITexture* input, GLuint position, GLuint texcoord, glm::mat4 projection)
- {
- // set the framebuffer we're drawing to
- glBindFramebuffer (GL_FRAMEBUFFER, drawTo->getFramebuffer ());
- // set proper viewport based on what we're drawing to
- glViewport (0, 0, drawTo->getRealWidth (), drawTo->getRealHeight ());
- if (drawTo != this->m_material->getImage ()->getScene ()->getFBO())
- glClear (GL_COLOR_BUFFER_BIT);
- // set texture blending
- if (this->m_pass->getBlendingMode () == "translucent")
- {
- glEnable (GL_BLEND);
- glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- else if (this->m_pass->getBlendingMode () == "additive")
- {
- glEnable (GL_BLEND);
- glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE, GL_SRC_ALPHA, GL_ONE);
- }
- else if (this->m_pass->getBlendingMode () == "normal")
- {
- glEnable (GL_BLEND);
- glBlendFuncSeparate (GL_ONE, GL_ZERO, GL_ONE, GL_ZERO);
- }
- else
- {
- glDisable (GL_BLEND);
- }
- // set depth testing
- if (this->m_pass->getDepthTest () == "disabled")
- {
- glDisable (GL_DEPTH_TEST);
- }
- else
- {
- glEnable (GL_DEPTH_TEST);
- }
- if (this->m_pass->getCullingMode () == "nocull")
- {
- glDisable (GL_CULL_FACE);
- }
- else
- {
- glEnable (GL_CULL_FACE);
- }
- if (this->m_pass->getDepthWrite () == "disabled")
- {
- glDepthMask (false);
- }
- else
- {
- glDepthMask (true);
- }
- // update variables used in the render process (like g_ModelViewProjectionMatrix)
- this->m_modelViewProjectionMatrix = projection;
- // update a_TexCoord and a_Position based on what to draw to
- // this should not be required once we do some prediction on rendering things
- // but for now should be enough
- this->a_TexCoord = texcoord;
- this->a_Position = position;
- // use the shader we have registered
- glUseProgram (this->m_programID);
- ITexture* texture = this->resolveTexture (input, 0, input);
- glActiveTexture (GL_TEXTURE0);
- glBindTexture (GL_TEXTURE_2D, texture->getTextureID ());
- int lastTextureIndex = 0;
- // first bind the textures to their sampler place
- {
- // set texture slots for the shader
- auto cur = this->m_textures.begin ();
- auto end = this->m_textures.end ();
- for (int index = 1; cur != end; cur ++, index ++)
- {
- texture = this->resolveTexture ((*cur), index, input);
- glActiveTexture (GL_TEXTURE0 + index);
- glBindTexture (GL_TEXTURE_2D, texture->getTextureID ());
- // increase the number of textures counter
- lastTextureIndex ++;
- }
- }
- {
- // load the extra textures needed (if any) from the shader
- auto cur = this->m_fragShader->getTextures ().begin ();
- auto end = this->m_fragShader->getTextures ().end ();
- for (; cur != end; cur ++)
- {
- if ((*cur).first <= lastTextureIndex)
- continue;
- texture = this->resolveTexture ((*cur).second, (*cur).first);
- // set the active texture index
- glActiveTexture (GL_TEXTURE0 + (*cur).first);
- // bind the correct texture here
- glBindTexture(GL_TEXTURE_2D, texture->getTextureID ());
- }
- }
- {
- // load the extra textures needed (if any) from the shader
- auto cur = this->m_vertShader->getTextures ().begin ();
- auto end = this->m_vertShader->getTextures ().end ();
- for (; cur != end; cur ++)
- {
- if ((*cur).first <= lastTextureIndex)
- continue;
- texture = this->resolveTexture ((*cur).second, (*cur).first);
- // set the active texture index
- glActiveTexture (GL_TEXTURE0 + (*cur).first);
- // bind the correct texture here
- glBindTexture(GL_TEXTURE_2D, texture->getTextureID ());
- }
- }
- // add uniforms
- {
- auto cur = this->m_uniforms.begin ();
- auto end = this->m_uniforms.end ();
- for (; cur != end; cur ++)
- {
- UniformEntry* entry = (*cur).second;
- switch (entry->type)
- {
- case Double:
- glUniform1d (entry->id, *reinterpret_cast <const double*> (entry->value));
- break;
- case Float:
- glUniform1f (entry->id, *reinterpret_cast <const float*> (entry->value));
- break;
- case Integer:
- glUniform1i (entry->id, *reinterpret_cast <const int*> (entry->value));
- break;
- case Vector4:
- glUniform4fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec4*> (entry->value)));
- break;
- case Vector3:
- glUniform3fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec3*> (entry->value)));
- break;
- case Vector2:
- glUniform2fv (entry->id, 1, glm::value_ptr (*reinterpret_cast <const glm::vec2*> (entry->value)));
- break;
- case Matrix4:
- glUniformMatrix4fv (entry->id, 1, GL_FALSE, glm::value_ptr (*reinterpret_cast <const glm::mat4*> (entry->value)));
- break;
- }
- }
- }
- if (this->g_Texture0Rotation != -1)
- {
- glUniform4f (this->g_Texture0Rotation, 1.0f, 0.0f, 1.0f, 0.0f);
- }
- if (this->g_Texture0Translation != -1)
- {
- glUniform2f (this->g_Texture0Translation, 0.0f, 0.0f);
- }
- {
- auto cur = this->m_attribs.begin ();
- auto end = this->m_attribs.end ();
- for (; cur != end; cur ++)
- {
- glEnableVertexAttribArray ((*cur)->id);
- glBindBuffer (GL_ARRAY_BUFFER, *(*cur)->value);
- glVertexAttribPointer ((*cur)->id, (*cur)->elements, (*cur)->type, GL_FALSE, 0, nullptr);
- }
- }
- // start actual rendering now
- glBindBuffer (GL_ARRAY_BUFFER, position);
- glDrawArrays (GL_TRIANGLES, 0, 6);
- // disable vertex attribs array
- {
- auto cur = this->m_attribs.begin ();
- auto end = this->m_attribs.end ();
- for (; cur != end; cur ++)
- glDisableVertexAttribArray ((*cur)->id);
- }
- }
- GLuint CPass::compileShader (Render::Shaders::Compiler* shader, GLuint type)
- {
- // reserve shaders in OpenGL
- GLuint shaderID = glCreateShader (type);
- // give shader's source code to OpenGL to be compiled
- const char* sourcePointer = shader->getCompiled ().c_str ();
- glShaderSource (shaderID, 1, &sourcePointer, nullptr);
- glCompileShader (shaderID);
- GLint result = GL_FALSE;
- int infoLogLength = 0;
- // ensure the vertex shader was correctly compiled
- glGetShaderiv (shaderID, GL_COMPILE_STATUS, &result);
- glGetShaderiv (shaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
- if (infoLogLength > 0)
- {
- char* logBuffer = new char [infoLogLength + 1];
- // ensure logBuffer ends with a \0
- memset (logBuffer, 0, infoLogLength + 1);
- // get information about the error
- glGetShaderInfoLog (shaderID, infoLogLength, nullptr, logBuffer);
- // throw an exception about the issue
- std::string message = logBuffer;
- // free the buffer
- delete[] logBuffer;
- // throw an exception
- throw std::runtime_error (message);
- }
- return shaderID;
- }
- void CPass::setupShaders ()
- {
- // ensure the constants are defined
- const ITexture* texture0 = this->m_material->getImage ()->getTexture ();
- // TODO: THE VALUES ARE THE SAME AS THE ENUMERATION, SO MAYBE IT HAS TO BE SPECIFIED FOR THE TEXTURE 0 OF ALL ELEMENTS?
- if (texture0 != nullptr)
- {
- if (texture0->getFormat () == ITexture::TextureFormat::RG88)
- {
- this->m_pass->insertCombo ("TEX0FORMAT", 8);
- }
- else if (texture0->getFormat () == ITexture::TextureFormat::R8)
- {
- this->m_pass->insertCombo ("TEX0FORMAT", 9);
- }
- }
- // prepare the shaders
- this->m_fragShader = new Render::Shaders::Compiler (
- this->m_material->getImage ()->getContainer (),
- this->m_pass->getShader (),
- Shaders::Compiler::Type_Pixel,
- this->m_pass->getCombos (),
- this->m_pass->getConstants ()
- );
- this->m_fragShader->precompile ();
- this->m_vertShader = new Render::Shaders::Compiler (
- this->m_material->getImage ()->getContainer (),
- this->m_pass->getShader (),
- Shaders::Compiler::Type_Vertex,
- this->m_pass->getCombos (),
- this->m_pass->getConstants ()
- );
- this->m_vertShader->precompile ();
- this->m_fragShader->precompile ();
- this->m_vertShader->precompile ();
- // compile the shaders
- GLuint vertexShaderID = compileShader (this->m_vertShader, GL_VERTEX_SHADER);
- GLuint fragmentShaderID = compileShader (this->m_fragShader, GL_FRAGMENT_SHADER);
- // create the final program
- this->m_programID = glCreateProgram ();
- // link the shaders together
- glAttachShader (this->m_programID, vertexShaderID);
- glAttachShader (this->m_programID, fragmentShaderID);
- glLinkProgram (this->m_programID);
- // check that the shader was properly linked
- GLint result = GL_FALSE;
- int infoLogLength = 0;
- glGetProgramiv (this->m_programID, GL_LINK_STATUS, &result);
- glGetProgramiv (this->m_programID, GL_INFO_LOG_LENGTH, &infoLogLength);
- if (infoLogLength > 0)
- {
- char* logBuffer = new char [infoLogLength + 1];
- // ensure logBuffer ends with a \0
- memset (logBuffer, 0, infoLogLength + 1);
- // get information about the error
- glGetProgramInfoLog (this->m_programID, infoLogLength, nullptr, logBuffer);
- // throw an exception about the issue
- std::string message = logBuffer;
- // free the buffer
- delete[] logBuffer;
- // throw an exception
- throw std::runtime_error (message);
- }
- // after being liked shaders can be dettached and deleted
- glDetachShader (this->m_programID, vertexShaderID);
- glDetachShader (this->m_programID, fragmentShaderID);
- glDeleteShader (vertexShaderID);
- glDeleteShader (fragmentShaderID);
- // setup uniforms
- this->setupUniforms ();
- // setup attributes too
- this->setupAttributes ();
- // get information from the program, like uniforms, etc
- // support three textures for now
- this->g_Texture0Rotation = glGetUniformLocation (this->m_programID, "g_Texture0Rotation");
- this->g_Texture0Translation = glGetUniformLocation (this->m_programID, "g_Texture0Translation");
- }
- void CPass::setupAttributes ()
- {
- this->addAttribute ("a_TexCoord", GL_FLOAT, 2, &this->a_TexCoord);
- this->addAttribute ("a_Position", GL_FLOAT, 3, &this->a_Position);
- }
- void CPass::setupUniforms ()
- {
- // resolve the main texture
- ITexture* texture = this->resolveTexture (this->m_material->getImage ()->getTexture (), 0);
- // register all the texture uniforms with correct values
- this->addUniform ("g_Texture0", 0);
- this->addUniform ("g_Texture1", 1);
- this->addUniform ("g_Texture2", 2);
- this->addUniform ("g_Texture3", 3);
- this->addUniform ("g_Texture4", 4);
- this->addUniform ("g_Texture5", 5);
- this->addUniform ("g_Texture6", 6);
- this->addUniform ("g_Texture7", 7);
- this->addUniform ("g_Texture0Resolution", texture->getResolution ());
- int lastTextureIndex = 0;
- // register the extra texture resolutions
- {
- auto cur = this->m_textures.begin ();
- auto end = this->m_textures.end ();
- for (int index = 1; cur != end; cur ++, index ++)
- {
- std::ostringstream namestream;
- namestream << "g_Texture" << index << "Resolution";
- texture = this->resolveTexture ((*cur), index, texture);
- this->addUniform (namestream.str (), texture->getResolution ());
- lastTextureIndex ++;
- }
- }
- // registers the extra texture resolutions from the shader
- {
- auto cur = this->m_fragShader->getTextures ().begin ();
- auto end = this->m_fragShader->getTextures ().end ();
- for (; cur != end; cur ++)
- {
- if ((*cur).first <= lastTextureIndex)
- continue;
- std::ostringstream namestream;
- namestream << "g_Texture" << (*cur).first << "Resolution";
- texture = this->resolveTexture ((*cur).second, (*cur).first, texture);
- this->addUniform (namestream.str (), texture->getResolution ());
- }
- }
- // registers the extra texture resolutions from the shader
- {
- auto cur = this->m_vertShader->getTextures ().begin ();
- auto end = this->m_vertShader->getTextures ().end ();
- for (; cur != end; cur ++)
- {
- if ((*cur).first <= lastTextureIndex)
- continue;
- std::ostringstream namestream;
- namestream << "g_Texture" << (*cur).first << "Resolution";
- texture = this->resolveTexture ((*cur).second, (*cur).first, texture);
- this->addUniform (namestream.str (), texture->getResolution ());
- }
- }
- // register variables like brightness and alpha with some default value
- this->addUniform ("g_Brightness", 1.0f); // TODO: GET FROM THE IMAGE
- this->addUniform ("g_UserAlpha", 1.0f);
- this->addUniform ("g_Alpha", this->m_material->getImage ()->getImage ()->getAlpha ());
- this->addUniform ("g_Color", this->m_material->getImage ()->getImage ()->getColor ());
- // add some external variables
- this->addUniform ("g_Time", &g_Time);
- // add model-view-projection matrix
- this->addUniform ("g_ModelViewProjectionMatrix", &this->m_modelViewProjectionMatrix);
- this->addUniform ("g_PointerPosition", this->m_material->getImage ()->getScene ()->getMousePosition ());
- this->addUniform ("g_EffectTextureProjectionMatrix", glm::mat4(1.0));
- this->addUniform ("g_EffectTextureProjectionMatrixInverse", glm::mat4(1.0));
- }
- void CPass::addAttribute (const std::string& name, GLint type, GLint elements, const GLuint* value)
- {
- GLint id = glGetAttribLocation (this->m_programID, name.c_str ());
- if (id == -1)
- return;
- this->m_attribs.emplace_back (
- new AttribEntry (id, name, type, elements, value)
- );
- }
- template <typename T>
- void CPass::addUniform (const std::string& name, UniformType type, T value)
- {
- GLint id = glGetUniformLocation (this->m_programID, name.c_str ());
- // parameter not found, can be ignored
- if (id == -1)
- return;
- // build a copy of the value and allocate it somewhere
- T* newValue = new T (value);
- // uniform found, add it to the list
- this->m_uniforms.insert (
- std::make_pair (name, new UniformEntry (id, name, type, newValue))
- );
- }
- template <typename T>
- void CPass::addUniform (const std::string& name, UniformType type, T* value)
- {
- // this version is used to reference to system variables so things like g_Time works fine
- GLint id = glGetUniformLocation (this->m_programID, name.c_str ());
- // parameter not found, can be ignored
- if (id == -1)
- return;
- // uniform found, add it to the list
- this->m_uniforms.insert (
- std::make_pair (name, new UniformEntry (id, name, type, value))
- );
- }
- void CPass::setupTextures ()
- {
- auto cur = this->m_pass->getTextures ().begin ();
- auto end = this->m_pass->getTextures ().end ();
- for (int index = 0; cur != end; cur ++, index ++)
- {
- // ignore first texture as that'll be the input of the last pass/image (unless the image is an FBO)
- if (index == 0)
- continue;
- if ((*cur).find ("_rt_") == 0)
- {
- CFBO* fbo = this->m_material->m_effect->findFBO ((*cur));
- if (fbo == nullptr)
- fbo = this->m_material->getImage ()->getScene ()->findFBO ((*cur));
- if (fbo != nullptr)
- {
- this->m_fbos.insert (std::make_pair (index, fbo));
- this->m_textures.emplace_back (
- nullptr
- );
- }
- // _rt_texture
- }
- else
- {
- this->m_textures.emplace_back (
- this->m_material->getImage ()->getContainer ()->readTexture ((*cur))
- );
- }
- }
- }
- void CPass::setupShaderVariables ()
- {
- {
- // find variables in the shaders and set the value with the constants if possible
- auto cur = this->m_pass->getConstants ().begin ();
- auto end = this->m_pass->getConstants ().end ();
- for (; cur != end; cur ++)
- {
- CShaderVariable* vertexVar = this->m_vertShader->findParameter ((*cur).first);
- CShaderVariable* pixelVar = this->m_fragShader->findParameter ((*cur).first);
- // variable not found, can be ignored
- if (vertexVar == nullptr && pixelVar == nullptr)
- continue;
- // if both can be found, ensure they're the correct type
- /*if (vertexVar != nullptr && pixelVar != nullptr)
- {
- if (vertexVar->getType () != pixelVar->getType ())
- throw std::runtime_error ("Pixel and vertex shader variable types do not match");
- }*/
- // get one instance of it
- CShaderVariable* var = vertexVar == nullptr ? pixelVar : vertexVar;
- // ensure the shader's and the constant are of the same type
- if ((*cur).second->getType () != var->getType ())
- {
- // there's situations where this type mismatch is actually expected
- // integers and floats are equivalent, this could be detected at load time
- // but that'd mean to compile the shader in the load, and not on the render stage
- // so take into account these conversions here
- if ((*cur).second->is <CShaderConstantFloat> () == true && var->is <CShaderVariableInteger> () == true)
- {
- // create an integer value from a float
- this->addUniform (var->getName (), static_cast <int> (*(*cur).second->as <CShaderConstantFloat> ()->getValue ()));
- }
- else if ((*cur).second->is <CShaderConstantInteger> () == true && var->is <CShaderVariableFloat> () == true)
- {
- // create a float value from an integer
- this->addUniform (var->getName (), static_cast <float> (*(*cur).second->as <CShaderConstantInteger> ()->getValue ()));
- }
- else if ((*cur).second->is <CShaderConstantVector4> () == true && var->is <CShaderVariableVector2> () == true)
- {
- CShaderConstantVector4* val = (*cur).second->as <CShaderConstantVector4> ();
- // create a new vector2 with the first two values
- this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y});
- }
- else if ((*cur).second->is <CShaderConstantVector4> () == true && var->is <CShaderVariableVector3> () == true)
- {
- CShaderConstantVector4* val = (*cur).second->as <CShaderConstantVector4> ();
- this->addUniform (var->getName (), {val->getValue ()->x, val->getValue ()->y, val->getValue ()->z});
- }
- else
- {
- throw std::runtime_error ("Constant and pixel/vertex variable are not of the same type");
- }
- }
- else
- {
- // now determine the constant's type and register the correct uniform for it
- if ((*cur).second->is <CShaderConstantFloat> ())
- this->addUniform (var->getName (), (*cur).second->as <CShaderConstantFloat> ()->getValue ());
- else if ((*cur).second->is <CShaderConstantInteger> ())
- this->addUniform (var->getName (), (*cur).second->as <CShaderConstantInteger> ()->getValue ());
- else if ((*cur).second->is <CShaderConstantVector4> ())
- this->addUniform (var->getName (), (*cur).second->as <CShaderConstantVector4> ()->getValue ());
- }
- }
- }
- {
- auto cur = this->m_vertShader->getParameters ().begin ();
- auto end = this->m_vertShader->getParameters ().end ();
- for (; cur != end; cur ++)
- {
- if (this->m_uniforms.find ((*cur)->getName ()) != this->m_uniforms.end ())
- continue;
- if ((*cur)->is <CShaderVariableFloat> ())
- this->addUniform ((*cur)->getName (), const_cast <float*> (reinterpret_cast <const float*> ((*cur)->as <CShaderVariableFloat> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableInteger> ())
- this->addUniform ((*cur)->getName (), const_cast <int*> (reinterpret_cast <const int*> ((*cur)->as <CShaderVariableInteger> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableVector2> ())
- this->addUniform ((*cur)->getName (), const_cast <glm::vec2*> (reinterpret_cast <const glm::vec2*> ((*cur)->as <CShaderVariableVector2> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableVector3> ())
- this->addUniform ((*cur)->getName (), const_cast <glm::vec3*> (reinterpret_cast <const glm::vec3*> ((*cur)->as <CShaderVariableVector3> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableVector4> ())
- this->addUniform ((*cur)->getName (), const_cast <glm::vec4*> (reinterpret_cast <const glm::vec4*> ((*cur)->as <CShaderVariableVector4> ()->getValue ())));
- }
- }
- {
- auto cur = this->m_fragShader->getParameters ().begin ();
- auto end = this->m_fragShader->getParameters ().end ();
- for (; cur != end; cur ++)
- {
- if (this->m_uniforms.find ((*cur)->getName ()) != this->m_uniforms.end ())
- continue;
- if ((*cur)->is <CShaderVariableFloat> ())
- this->addUniform ((*cur)->getName (), const_cast <float*> (reinterpret_cast <const float*> ((*cur)->as <CShaderVariableFloat> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableInteger> ())
- this->addUniform ((*cur)->getName (), const_cast <int*> (reinterpret_cast <const int*> ((*cur)->as <CShaderVariableInteger> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableVector2> ())
- this->addUniform ((*cur)->getName (), const_cast <glm::vec2*> (reinterpret_cast <const glm::vec2*> ((*cur)->as <CShaderVariableVector2> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableVector3> ())
- this->addUniform ((*cur)->getName (), const_cast <glm::vec3*> (reinterpret_cast <const glm::vec3*> ((*cur)->as <CShaderVariableVector3> ()->getValue ())));
- else if ((*cur)->is <CShaderVariableVector4> ())
- this->addUniform ((*cur)->getName (), const_cast <glm::vec4*> (reinterpret_cast <const glm::vec4*> ((*cur)->as <CShaderVariableVector4> ()->getValue ())));
- }
- }
- }
- // define some basic methods for the template
- /*template double Core::jsonFindDefault (nlohmann::json& data, const char *key, double defaultValue);*/
- void CPass::addUniform (const std::string& name, int value)
- {
- this->addUniform (name, UniformType::Integer, value);
- }
- void CPass::addUniform (const std::string& name, const int* value)
- {
- this->addUniform (name, UniformType::Integer, value);
- }
- void CPass::addUniform (const std::string& name, double value)
- {
- this->addUniform (name, UniformType::Double, value);
- }
- void CPass::addUniform (const std::string& name, const double* value)
- {
- this->addUniform (name, UniformType::Double, value);
- }
- void CPass::addUniform (const std::string& name, float value)
- {
- this->addUniform (name, UniformType::Float, value);
- }
- void CPass::addUniform (const std::string& name, const float* value)
- {
- this->addUniform (name, UniformType::Float, value);
- }
- void CPass::addUniform (const std::string& name, glm::vec2 value)
- {
- this->addUniform (name, UniformType::Vector2, value);
- }
- void CPass::addUniform (const std::string& name, const glm::vec2* value)
- {
- this->addUniform (name, UniformType::Vector2, value);
- }
- void CPass::addUniform (const std::string& name, glm::vec3 value)
- {
- this->addUniform (name, UniformType::Vector3, value);
- }
- void CPass::addUniform (const std::string& name, const glm::vec3* value)
- {
- this->addUniform (name, UniformType::Vector3, value);
- }
- void CPass::addUniform (const std::string& name, glm::vec4 value)
- {
- this->addUniform (name, UniformType::Vector4, value);
- }
- void CPass::addUniform (const std::string& name, const glm::vec4* value)
- {
- this->addUniform (name, UniformType::Vector4, value);
- }
- void CPass::addUniform (const std::string& name, glm::mat4 value)
- {
- this->addUniform (name, UniformType::Matrix4, value);
- }
- void CPass::addUniform (const std::string& name, const glm::mat4* value)
- {
- this->addUniform (name, UniformType::Matrix4, value);
- }
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