mirror of https://github.com/axmolengine/axmol.git
Added support for setting integer uniforms
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6b78e2f341
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@ -341,13 +341,76 @@ GLint CCGLProgram::getUniformLocationForName(const char* name)
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void CCGLProgram::setUniformLocationWith1i(GLint location, GLint i1)
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{
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bool updated = updateUniformLocation(location, &i1, sizeof(i1)*1);
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if( updated )
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if( updated )
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{
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glUniform1i( (GLint)location, i1);
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}
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}
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void CCGLProgram::setUniformLocationWith2i(GLint location, GLint i1, GLint i2)
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{
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GLint ints[2] = {i1,i2};
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bool updated = updateUniformLocation(location, ints, sizeof(ints));
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if( updated )
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{
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glUniform2i( (GLint)location, i1, i2);
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}
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}
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void CCGLProgram::setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3)
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{
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GLint ints[3] = {i1,i2,i3};
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bool updated = updateUniformLocation(location, ints, sizeof(ints));
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if( updated )
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{
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glUniform3i( (GLint)location, i1, i2, i3);
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}
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}
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void CCGLProgram::setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4)
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{
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GLint ints[4] = {i1,i2,i3,i4};
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bool updated = updateUniformLocation(location, ints, sizeof(ints));
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if( updated )
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{
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glUniform4i( (GLint)location, i1, i2, i3, i4);
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}
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}
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void CCGLProgram::setUniformLocationWith2iv(GLint location, GLint* ints, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, ints, sizeof(int)*2*numberOfArrays);
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if( updated )
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{
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glUniform2iv( (GLint)location, (GLsizei)numberOfArrays, ints );
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}
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}
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void CCGLProgram::setUniformLocationWith3iv(GLint location, GLint* ints, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, ints, sizeof(int)*3*numberOfArrays);
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if( updated )
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{
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glUniform3iv( (GLint)location, (GLsizei)numberOfArrays, ints );
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}
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}
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void CCGLProgram::setUniformLocationWith4iv(GLint location, GLint* ints, unsigned int numberOfArrays)
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{
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bool updated = updateUniformLocation(location, ints, sizeof(int)*4*numberOfArrays);
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if( updated )
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{
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glUniform4iv( (GLint)location, (GLsizei)numberOfArrays, ints );
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}
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}
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void CCGLProgram::setUniformLocationWith1f(GLint location, GLfloat f1)
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{
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bool updated = updateUniformLocation(location, &f1, sizeof(f1)*1);
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@ -128,6 +128,25 @@ public:
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/** calls glUniform1i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith1i(GLint location, GLint i1);
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/** calls glUniform2i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith2i(GLint location, GLint i1, GLint i2);
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/** calls glUniform3i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3);
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/** calls glUniform4i only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4);
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/** calls glUniform2iv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith2iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform3iv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith3iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform4iv only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith4iv(GLint location, GLint* ints, unsigned int numberOfArrays);
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/** calls glUniform1f only if the values are different than the previous call for this same shader program. */
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void setUniformLocationWith1f(GLint location, GLfloat f1);
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