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Diffstat (limited to 'intern/gawain/src/immediate.c')
-rw-r--r-- | intern/gawain/src/immediate.c | 919 |
1 files changed, 919 insertions, 0 deletions
diff --git a/intern/gawain/src/immediate.c b/intern/gawain/src/immediate.c new file mode 100644 index 00000000000..af9a48c2f4d --- /dev/null +++ b/intern/gawain/src/immediate.c @@ -0,0 +1,919 @@ + +// Gawain immediate mode work-alike +// +// This code is part of the Gawain library, with modifications +// specific to integration with Blender. +// +// Copyright 2016 Mike Erwin +// +// This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of +// the MPL was not distributed with this file, You can obtain one at https://mozilla.org/MPL/2.0/. + +#include "immediate.h" +#include "buffer_id.h" +#include "attrib_binding.h" +#include "attrib_binding_private.h" +#include "vertex_format_private.h" +#include "primitive_private.h" +#include <string.h> + +// necessary functions from matrix API +extern void gpuBindMatrices(const ShaderInterface*); +extern bool gpuMatricesDirty(void); + +typedef struct { + // TODO: organize this struct by frequency of change (run-time) + +#if IMM_BATCH_COMBO + Batch* batch; +#endif + + // current draw call + GLubyte* buffer_data; + unsigned buffer_offset; + unsigned buffer_bytes_mapped; + unsigned vertex_ct; + bool strict_vertex_ct; + PrimitiveType prim_type; + + VertexFormat vertex_format; + + // current vertex + unsigned vertex_idx; + GLubyte* vertex_data; + uint16_t unassigned_attrib_bits; // which attributes of current vertex have not been given values? + + GLuint vbo_id; + GLuint vao_id; + + GLuint bound_program; + const ShaderInterface* shader_interface; + AttribBinding attrib_binding; + uint16_t prev_enabled_attrib_bits; // <-- only affects this VAO, so we're ok +} Immediate; + +// size of internal buffer -- make this adjustable? +#define IMM_BUFFER_SIZE (4 * 1024 * 1024) + +static bool initialized = false; +static Immediate imm; + +void immInit(void) + { +#if TRUST_NO_ONE + assert(!initialized); +#endif + + memset(&imm, 0, sizeof(Immediate)); + + imm.vbo_id = buffer_id_alloc(); + glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id); + glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW); + + imm.prim_type = PRIM_NONE; + imm.strict_vertex_ct = true; + + glBindBuffer(GL_ARRAY_BUFFER, 0); + initialized = true; + + immActivate(); + } + +void immActivate(void) + { +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == PRIM_NONE); // make sure we're not between a Begin/End pair + assert(imm.vao_id == 0); +#endif + + imm.vao_id = vao_id_alloc(); + } + +void immDeactivate(void) + { +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == PRIM_NONE); // make sure we're not between a Begin/End pair + assert(imm.vao_id != 0); +#endif + + vao_id_free(imm.vao_id); + imm.vao_id = 0; + imm.prev_enabled_attrib_bits = 0; + } + +void immDestroy(void) + { + immDeactivate(); + buffer_id_free(imm.vbo_id); + initialized = false; + } + +VertexFormat* immVertexFormat(void) + { + VertexFormat_clear(&imm.vertex_format); + return &imm.vertex_format; + } + +void immBindProgram(GLuint program, const ShaderInterface* shaderface) + { +#if TRUST_NO_ONE + assert(imm.bound_program == 0); + assert(glIsProgram(program)); +#endif + + imm.bound_program = program; + imm.shader_interface = shaderface; + + if (!imm.vertex_format.packed) + VertexFormat_pack(&imm.vertex_format); + + glUseProgram(program); + get_attrib_locations(&imm.vertex_format, &imm.attrib_binding, shaderface); + gpuBindMatrices(shaderface); + } + +void immUnbindProgram(void) + { +#if TRUST_NO_ONE + assert(imm.bound_program != 0); +#endif + + glUseProgram(0); + imm.bound_program = 0; + } + +#if TRUST_NO_ONE +static bool vertex_count_makes_sense_for_primitive(unsigned vertex_ct, PrimitiveType prim_type) + { + // does vertex_ct make sense for this primitive type? + if (vertex_ct == 0) + return false; + + switch (prim_type) + { + case PRIM_POINTS: + return true; + case PRIM_LINES: + return vertex_ct % 2 == 0; + case PRIM_LINE_STRIP: + case PRIM_LINE_LOOP: + return vertex_ct >= 2; + case PRIM_LINE_STRIP_ADJACENCY: + return vertex_ct >= 4; + case PRIM_TRIANGLES: + return vertex_ct % 3 == 0; + case PRIM_TRIANGLE_STRIP: + case PRIM_TRIANGLE_FAN: + return vertex_ct >= 3; + default: + return false; + } + } +#endif + +void immBegin(PrimitiveType prim_type, unsigned vertex_ct) + { +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == PRIM_NONE); // make sure we haven't already begun + assert(vertex_count_makes_sense_for_primitive(vertex_ct, prim_type)); +#endif + + imm.prim_type = prim_type; + imm.vertex_ct = vertex_ct; + imm.vertex_idx = 0; + imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits; + + // how many bytes do we need for this draw call? + const unsigned bytes_needed = vertex_buffer_size(&imm.vertex_format, vertex_ct); + +#if TRUST_NO_ONE + assert(bytes_needed <= IMM_BUFFER_SIZE); +#endif + + glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id); + + // does the current buffer have enough room? + const unsigned available_bytes = IMM_BUFFER_SIZE - imm.buffer_offset; + // ensure vertex data is aligned + const unsigned pre_padding = padding(imm.buffer_offset, imm.vertex_format.stride); // might waste a little space, but it's safe + if ((bytes_needed + pre_padding) <= available_bytes) + imm.buffer_offset += pre_padding; + else + { + // orphan this buffer & start with a fresh one +#if 1 + // this method works on all platforms, old & new + glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW); +#else + // TODO: use other (more recent) methods after thorough testing + if (GLEW_VERSION_4_3 || GLEW_ARB_invalidate_subdata) + glInvalidateBufferData(imm.vbo_id); + else + { + // glitches! +// glMapBufferRange(GL_ARRAY_BUFFER, 0, IMM_BUFFER_SIZE, GL_MAP_INVALIDATE_BUFFER_BIT); + + // works +// glMapBufferRange(GL_ARRAY_BUFFER, 0, IMM_BUFFER_SIZE, +// GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT); +// glUnmapBuffer(GL_ARRAY_BUFFER); + + // also works + glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW); + } +#endif + + imm.buffer_offset = 0; + } + +// printf("mapping %u to %u\n", imm.buffer_offset, imm.buffer_offset + bytes_needed - 1); + + imm.buffer_data = glMapBufferRange(GL_ARRAY_BUFFER, imm.buffer_offset, bytes_needed, + GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | (imm.strict_vertex_ct ? 0 : GL_MAP_FLUSH_EXPLICIT_BIT)); + +#if TRUST_NO_ONE + assert(imm.buffer_data != NULL); +#endif + + imm.buffer_bytes_mapped = bytes_needed; + imm.vertex_data = imm.buffer_data; + } + +void immBeginAtMost(PrimitiveType prim_type, unsigned vertex_ct) + { +#if TRUST_NO_ONE + assert(vertex_ct > 0); +#endif + + imm.strict_vertex_ct = false; + immBegin(prim_type, vertex_ct); + } + +#if IMM_BATCH_COMBO + +Batch* immBeginBatch(PrimitiveType prim_type, unsigned vertex_ct) + { +#if TRUST_NO_ONE + assert(initialized); + assert(imm.prim_type == PRIM_NONE); // make sure we haven't already begun + assert(vertex_count_makes_sense_for_primitive(vertex_ct, prim_type)); +#endif + + imm.prim_type = prim_type; + imm.vertex_ct = vertex_ct; + imm.vertex_idx = 0; + imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits; + + VertexBuffer* verts = VertexBuffer_create_with_format(&imm.vertex_format); + VertexBuffer_allocate_data(verts, vertex_ct); + + imm.buffer_bytes_mapped = VertexBuffer_size(verts); + imm.vertex_data = verts->data; + + imm.batch = Batch_create(prim_type, verts, NULL); + imm.batch->phase = BUILDING; + + Batch_set_program(imm.batch, imm.bound_program, imm.shader_interface); + + return imm.batch; + } + +Batch* immBeginBatchAtMost(PrimitiveType prim_type, unsigned vertex_ct) + { + imm.strict_vertex_ct = false; + return immBeginBatch(prim_type, vertex_ct); + } + +#endif // IMM_BATCH_COMBO + +static void immDrawSetup(void) + { + // set up VAO -- can be done during Begin or End really + glBindVertexArray(imm.vao_id); + + // enable/disable vertex attribs as needed + if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) + { + for (unsigned loc = 0; loc < MAX_VERTEX_ATTRIBS; ++loc) + { + bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc); + bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc); + + if (is_enabled && !was_enabled) + { +// printf("enabling attrib %u\n", loc); + glEnableVertexAttribArray(loc); + } + else if (was_enabled && !is_enabled) + { +// printf("disabling attrib %u\n", loc); + glDisableVertexAttribArray(loc); + } + } + + imm.prev_enabled_attrib_bits = imm.attrib_binding.enabled_bits; + } + + const unsigned stride = imm.vertex_format.stride; + + for (unsigned a_idx = 0; a_idx < imm.vertex_format.attrib_ct; ++a_idx) + { + const Attrib* a = imm.vertex_format.attribs + a_idx; + + const unsigned offset = imm.buffer_offset + a->offset; + const GLvoid* pointer = (const GLubyte*)0 + offset; + + const unsigned loc = read_attrib_location(&imm.attrib_binding, a_idx); + +// printf("specifying attrib %u '%s' with offset %u, stride %u\n", loc, a->name, offset, stride); + + switch (a->fetch_mode) + { + case KEEP_FLOAT: + case CONVERT_INT_TO_FLOAT: + glVertexAttribPointer(loc, a->comp_ct, a->gl_comp_type, GL_FALSE, stride, pointer); + break; + case NORMALIZE_INT_TO_FLOAT: + glVertexAttribPointer(loc, a->comp_ct, a->gl_comp_type, GL_TRUE, stride, pointer); + break; + case KEEP_INT: + glVertexAttribIPointer(loc, a->comp_ct, a->gl_comp_type, stride, pointer); + } + } + + if (gpuMatricesDirty()) + gpuBindMatrices(imm.shader_interface); + } + +void immEnd(void) + { +#if TRUST_NO_ONE + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + unsigned buffer_bytes_used; + if (imm.strict_vertex_ct) + { +#if TRUST_NO_ONE + assert(imm.vertex_idx == imm.vertex_ct); // with all vertices defined +#endif + buffer_bytes_used = imm.buffer_bytes_mapped; + } + else + { +#if TRUST_NO_ONE + assert(imm.vertex_idx <= imm.vertex_ct); +#endif + // printf("used %u of %u verts,", imm.vertex_idx, imm.vertex_ct); + if (imm.vertex_idx == imm.vertex_ct) + { + buffer_bytes_used = imm.buffer_bytes_mapped; + } + else + { +#if TRUST_NO_ONE + assert(imm.vertex_idx == 0 || vertex_count_makes_sense_for_primitive(imm.vertex_idx, imm.prim_type)); +#endif + imm.vertex_ct = imm.vertex_idx; + buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_ct); + // unused buffer bytes are available to the next immBegin + // printf(" %u of %u bytes\n", buffer_bytes_used, imm.buffer_bytes_mapped); + } + + // tell OpenGL what range was modified so it doesn't copy the whole mapped range + // printf("flushing %u to %u\n", imm.buffer_offset, imm.buffer_offset + buffer_bytes_used - 1); + glFlushMappedBufferRange(GL_ARRAY_BUFFER, 0, buffer_bytes_used); + } + +#if IMM_BATCH_COMBO + if (imm.batch) + { + if (buffer_bytes_used != imm.buffer_bytes_mapped) + { + VertexBuffer_resize_data(imm.batch->verts[0], imm.vertex_ct); + // TODO: resize only if vertex count is much smaller + } + + imm.batch->phase = READY_TO_DRAW; + imm.batch = NULL; // don't free, batch belongs to caller + } + else +#endif + { + glUnmapBuffer(GL_ARRAY_BUFFER); + + if (imm.vertex_ct > 0) + { + immDrawSetup(); + glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_ct); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindVertexArray(0); + + // prep for next immBegin + imm.buffer_offset += buffer_bytes_used; + } + + // prep for next immBegin + imm.prim_type = PRIM_NONE; + imm.strict_vertex_ct = true; + } + +static void setAttribValueBit(unsigned attrib_id) + { + uint16_t mask = 1 << attrib_id; + +#if TRUST_NO_ONE + assert(imm.unassigned_attrib_bits & mask); // not already set +#endif + + imm.unassigned_attrib_bits &= ~mask; + } + + +// --- generic attribute functions --- + +void immAttrib1f(unsigned attrib_id, float x) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_F32); + assert(attrib->comp_ct == 1); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); + + data[0] = x; + } + +void immAttrib2f(unsigned attrib_id, float x, float y) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_F32); + assert(attrib->comp_ct == 2); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); + + data[0] = x; + data[1] = y; + } + +void immAttrib3f(unsigned attrib_id, float x, float y, float z) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_F32); + assert(attrib->comp_ct == 3); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); + + data[0] = x; + data[1] = y; + data[2] = z; + } + +void immAttrib4f(unsigned attrib_id, float x, float y, float z, float w) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_F32); + assert(attrib->comp_ct == 4); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + float* data = (float*)(imm.vertex_data + attrib->offset); +// printf("%s %td %p\n", __FUNCTION__, (GLubyte*)data - imm.buffer_data, data); + + data[0] = x; + data[1] = y; + data[2] = z; + data[3] = w; + } + +void immAttrib1u(unsigned attrib_id, unsigned x) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_U32); + assert(attrib->comp_ct == 1); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + unsigned* data = (unsigned*)(imm.vertex_data + attrib->offset); + + data[0] = x; + } + +void immAttrib2i(unsigned attrib_id, int x, int y) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_I32); + assert(attrib->comp_ct == 2); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + int* data = (int*)(imm.vertex_data + attrib->offset); + + data[0] = x; + data[1] = y; + } + +void immAttrib2s(unsigned attrib_id, short x, short y) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_I16); + assert(attrib->comp_ct == 2); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + short* data = (short*)(imm.vertex_data + attrib->offset); + + data[0] = x; + data[1] = y; + } + +void immAttrib2fv(unsigned attrib_id, const float data[2]) + { + immAttrib2f(attrib_id, data[0], data[1]); + } + +void immAttrib3fv(unsigned attrib_id, const float data[3]) + { + immAttrib3f(attrib_id, data[0], data[1], data[2]); + } + +void immAttrib4fv(unsigned attrib_id, const float data[4]) + { + immAttrib4f(attrib_id, data[0], data[1], data[2], data[3]); + } + +void immAttrib3ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_U8); + assert(attrib->comp_ct == 3); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + GLubyte* data = imm.vertex_data + attrib->offset; +// printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); + + data[0] = r; + data[1] = g; + data[2] = b; + } + +void immAttrib4ub(unsigned attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a) + { + Attrib* attrib = imm.vertex_format.attribs + attrib_id; + +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(attrib->comp_type == COMP_U8); + assert(attrib->comp_ct == 4); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + + GLubyte* data = imm.vertex_data + attrib->offset; +// printf("%s %td %p\n", __FUNCTION__, data - imm.buffer_data, data); + + data[0] = r; + data[1] = g; + data[2] = b; + data[3] = a; + } + +void immAttrib3ubv(unsigned attrib_id, const unsigned char data[3]) + { + immAttrib3ub(attrib_id, data[0], data[1], data[2]); + } + +void immAttrib4ubv(unsigned attrib_id, const unsigned char data[4]) + { + immAttrib4ub(attrib_id, data[0], data[1], data[2], data[3]); + } + +void immSkipAttrib(unsigned attrib_id) + { +#if TRUST_NO_ONE + assert(attrib_id < imm.vertex_format.attrib_ct); + assert(imm.vertex_idx < imm.vertex_ct); + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair +#endif + + setAttribValueBit(attrib_id); + } + +static void immEndVertex(void) // and move on to the next vertex + { +#if TRUST_NO_ONE + assert(imm.prim_type != PRIM_NONE); // make sure we're between a Begin/End pair + assert(imm.vertex_idx < imm.vertex_ct); +#endif + + // have all attribs been assigned values? + // if not, copy value from previous vertex + if (imm.unassigned_attrib_bits) + { +#if TRUST_NO_ONE + assert(imm.vertex_idx > 0); // first vertex must have all attribs specified +#endif + + for (unsigned a_idx = 0; a_idx < imm.vertex_format.attrib_ct; ++a_idx) + { + if ((imm.unassigned_attrib_bits >> a_idx) & 1) + { + const Attrib* a = imm.vertex_format.attribs + a_idx; + +// printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); + + GLubyte* data = imm.vertex_data + a->offset; + memcpy(data, data - imm.vertex_format.stride, a->sz); + // TODO: consolidate copy of adjacent attributes + } + } + } + + imm.vertex_idx++; + imm.vertex_data += imm.vertex_format.stride; + imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits; + } + +void immVertex2f(unsigned attrib_id, float x, float y) + { + immAttrib2f(attrib_id, x, y); + immEndVertex(); + } + +void immVertex3f(unsigned attrib_id, float x, float y, float z) + { + immAttrib3f(attrib_id, x, y, z); + immEndVertex(); + } + +void immVertex2i(unsigned attrib_id, int x, int y) + { + immAttrib2i(attrib_id, x, y); + immEndVertex(); + } + +void immVertex2s(unsigned attrib_id, short x, short y) + { + immAttrib2s(attrib_id, x, y); + immEndVertex(); + } + +void immVertex2fv(unsigned attrib_id, const float data[2]) + { + immAttrib2f(attrib_id, data[0], data[1]); + immEndVertex(); + } + +void immVertex3fv(unsigned attrib_id, const float data[3]) + { + immAttrib3f(attrib_id, data[0], data[1], data[2]); + immEndVertex(); + } + +void immVertex2iv(unsigned attrib_id, const int data[2]) + { + immAttrib2i(attrib_id, data[0], data[1]); + immEndVertex(); + } + + +// --- generic uniform functions --- + +#if 0 + #if TRUST_NO_ONE + #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(imm.shader_interface, name); assert(uniform); + #else + #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(imm.shader_interface, name); + #endif +#else + // NOTE: It is possible to have uniform fully optimized out from the shader. + // In this case we can't assert failure or allow NULL-pointer dereference. + // TODO(sergey): How can we detect existing-but-optimized-out uniform but still + // catch typos in uniform names passed to immUniform*() functions? + #define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(imm.shader_interface, name); if (uniform == NULL) return; +#endif + +void immUniform1f(const char* name, float x) + { + GET_UNIFORM + glUniform1f(uniform->location, x); + } + +void immUniform2f(const char* name, float x, float y) + { + GET_UNIFORM + glUniform2f(uniform->location, x, y); + } + +void immUniform2fv(const char* name, const float data[2]) + { + GET_UNIFORM + glUniform2fv(uniform->location, 1, data); + } + +void immUniform3f(const char* name, float x, float y, float z) + { + GET_UNIFORM + glUniform3f(uniform->location, x, y, z); + } + +void immUniform3fv(const char* name, const float data[3]) + { + GET_UNIFORM + glUniform3fv(uniform->location, 1, data); + } + +// can increase this limit or move to another file +#define MAX_UNIFORM_NAME_LEN 60 + +void immUniformArray3fv(const char* bare_name, const float *data, int count) + { + // look up "name[0]" when given "name" + const size_t len = strlen(bare_name); +#if TRUST_NO_ONE + assert(len <= MAX_UNIFORM_NAME_LEN); +#endif + char name[MAX_UNIFORM_NAME_LEN]; + strcpy(name, bare_name); + name[len + 0] = '['; + name[len + 1] = '0'; + name[len + 2] = ']'; + name[len + 3] = '\0'; + + GET_UNIFORM + glUniform3fv(uniform->location, count, data); + } + +void immUniform4f(const char* name, float x, float y, float z, float w) + { + GET_UNIFORM + glUniform4f(uniform->location, x, y, z, w); + } + +void immUniform4fv(const char* name, const float data[4]) + { + GET_UNIFORM + glUniform4fv(uniform->location, 1, data); + } + +void immUniformArray4fv(const char* bare_name, const float *data, int count) + { + // look up "name[0]" when given "name" + const size_t len = strlen(bare_name); +#if TRUST_NO_ONE + assert(len <= MAX_UNIFORM_NAME_LEN); +#endif + char name[MAX_UNIFORM_NAME_LEN]; + strcpy(name, bare_name); + name[len + 0] = '['; + name[len + 1] = '0'; + name[len + 2] = ']'; + name[len + 3] = '\0'; + + GET_UNIFORM + glUniform4fv(uniform->location, count, data); + } + +void immUniformMatrix4fv(const char* name, const float data[4][4]) + { + GET_UNIFORM + glUniformMatrix4fv(uniform->location, 1, GL_FALSE, (float *)data); + } + +void immUniform1i(const char* name, int x) + { + GET_UNIFORM + glUniform1i(uniform->location, x); + } + +void immUniform4iv(const char* name, const int data[4]) + { + GET_UNIFORM + glUniform4iv(uniform->location, 1, data); + } + +// --- convenience functions for setting "uniform vec4 color" --- + +void immUniformColor4f(float r, float g, float b, float a) + { + const ShaderInput* uniform = ShaderInterface_builtin_uniform(imm.shader_interface, UNIFORM_COLOR); + +#if TRUST_NO_ONE + assert(uniform != NULL); +#endif + + glUniform4f(uniform->location, r, g, b, a); + } + +void immUniformColor4fv(const float rgba[4]) + { + immUniformColor4f(rgba[0], rgba[1], rgba[2], rgba[3]); + } + +void immUniformColor3f(float r, float g, float b) + { + immUniformColor4f(r, g, b, 1.0f); + } + +void immUniformColor3fv(const float rgb[3]) + { + immUniformColor4f(rgb[0], rgb[1], rgb[2], 1.0f); + } + +void immUniformColor3fvAlpha(const float rgb[3], float a) + { + immUniformColor4f(rgb[0], rgb[1], rgb[2], a); + } + +// TODO: v-- treat as sRGB? --v + +void immUniformColor3ub(unsigned char r, unsigned char g, unsigned char b) + { + const float scale = 1.0f / 255.0f; + immUniformColor4f(scale * r, scale * g, scale * b, 1.0f); + } + +void immUniformColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) + { + const float scale = 1.0f / 255.0f; + immUniformColor4f(scale * r, scale * g, scale * b, scale * a); + } + +void immUniformColor3ubv(const unsigned char rgb[3]) + { + immUniformColor3ub(rgb[0], rgb[1], rgb[2]); + } + +void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char alpha) + { + immUniformColor4ub(rgb[0], rgb[1], rgb[2], alpha); + } + +void immUniformColor4ubv(const unsigned char rgba[4]) + { + immUniformColor4ub(rgba[0], rgba[1], rgba[2], rgba[3]); + } |