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|
// 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 "gwn_immediate.h"
#include "gwn_buffer_id.h"
#include "gwn_attr_binding.h"
#include "gwn_attr_binding_private.h"
#include "gwn_vertex_format_private.h"
#include "gwn_vertex_array_id.h"
#include "gwn_primitive_private.h"
#include <string.h>
// necessary functions from matrix API
extern void gpuBindMatrices(const Gwn_ShaderInterface*);
extern bool gpuMatricesDirty(void);
typedef struct {
// TODO: organize this struct by frequency of change (run-time)
#if IMM_BATCH_COMBO
Gwn_Batch* batch;
#endif
Gwn_Context* context;
// current draw call
GLubyte* buffer_data;
unsigned buffer_offset;
unsigned buffer_bytes_mapped;
unsigned vertex_len;
bool strict_vertex_len;
Gwn_PrimType prim_type;
Gwn_VertFormat 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 Gwn_ShaderInterface* shader_interface;
Gwn_AttrBinding 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 = GWN_buf_id_alloc();
glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
imm.prim_type = GWN_PRIM_NONE;
imm.strict_vertex_len = true;
glBindBuffer(GL_ARRAY_BUFFER, 0);
initialized = true;
}
void immActivate(void)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GWN_PRIM_NONE); // make sure we're not between a Begin/End pair
assert(imm.vao_id == 0);
#endif
imm.vao_id = GWN_vao_alloc();
imm.context = GWN_context_active_get();
}
void immDeactivate(void)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GWN_PRIM_NONE); // make sure we're not between a Begin/End pair
assert(imm.vao_id != 0);
#endif
GWN_vao_free(imm.vao_id, imm.context);
imm.vao_id = 0;
imm.prev_enabled_attrib_bits = 0;
}
void immDestroy(void)
{
GWN_buf_id_free(imm.vbo_id);
initialized = false;
}
Gwn_VertFormat* immVertexFormat(void)
{
GWN_vertformat_clear(&imm.vertex_format);
return &imm.vertex_format;
}
void immBindProgram(GLuint program, const Gwn_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
#if PROGRAM_NO_OPTI
glUseProgram(0);
#endif
imm.bound_program = 0;
}
#if TRUST_NO_ONE
static bool vertex_count_makes_sense_for_primitive(unsigned vertex_len, Gwn_PrimType prim_type)
{
// does vertex_len make sense for this primitive type?
if (vertex_len == 0)
return false;
switch (prim_type)
{
case GWN_PRIM_POINTS:
return true;
case GWN_PRIM_LINES:
return vertex_len % 2 == 0;
case GWN_PRIM_LINE_STRIP:
case GWN_PRIM_LINE_LOOP:
return vertex_len >= 2;
case GWN_PRIM_LINE_STRIP_ADJ:
return vertex_len >= 4;
case GWN_PRIM_TRIS:
return vertex_len % 3 == 0;
case GWN_PRIM_TRI_STRIP:
case GWN_PRIM_TRI_FAN:
return vertex_len >= 3;
default:
return false;
}
}
#endif
void immBegin(Gwn_PrimType prim_type, unsigned vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GWN_PRIM_NONE); // make sure we haven't already begun
assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
#endif
imm.prim_type = prim_type;
imm.vertex_len = vertex_len;
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_len);
#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_len ? 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(Gwn_PrimType prim_type, unsigned vertex_len)
{
#if TRUST_NO_ONE
assert(vertex_len > 0);
#endif
imm.strict_vertex_len = false;
immBegin(prim_type, vertex_len);
}
#if IMM_BATCH_COMBO
Gwn_Batch* immBeginBatch(Gwn_PrimType prim_type, unsigned vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
assert(imm.prim_type == GWN_PRIM_NONE); // make sure we haven't already begun
assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
#endif
imm.prim_type = prim_type;
imm.vertex_len = vertex_len;
imm.vertex_idx = 0;
imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
Gwn_VertBuf* verts = GWN_vertbuf_create_with_format(&imm.vertex_format);
GWN_vertbuf_data_alloc(verts, vertex_len);
imm.buffer_bytes_mapped = GWN_vertbuf_size_get(verts);
imm.vertex_data = verts->data;
imm.batch = GWN_batch_create_ex(prim_type, verts, NULL, GWN_BATCH_OWNS_VBO);
imm.batch->phase = GWN_BATCH_BUILDING;
return imm.batch;
}
Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType prim_type, unsigned vertex_len)
{
imm.strict_vertex_len = false;
return immBeginBatch(prim_type, vertex_len);
}
#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 < GWN_VERT_ATTR_MAX_LEN; ++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.attr_len; ++a_idx)
{
const Gwn_VertAttr* 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 GWN_FETCH_FLOAT:
case GWN_FETCH_INT_TO_FLOAT:
glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
break;
case GWN_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
break;
case GWN_FETCH_INT:
glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
}
}
if (gpuMatricesDirty())
gpuBindMatrices(imm.shader_interface);
}
void immEnd(void)
{
#if TRUST_NO_ONE
assert(imm.prim_type != GWN_PRIM_NONE); // make sure we're between a Begin/End pair
#endif
unsigned buffer_bytes_used;
if (imm.strict_vertex_len)
{
#if TRUST_NO_ONE
assert(imm.vertex_idx == imm.vertex_len); // with all vertices defined
#endif
buffer_bytes_used = imm.buffer_bytes_mapped;
}
else
{
#if TRUST_NO_ONE
assert(imm.vertex_idx <= imm.vertex_len);
#endif
// printf("used %u of %u verts,", imm.vertex_idx, imm.vertex_len);
if (imm.vertex_idx == imm.vertex_len)
{
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_len = imm.vertex_idx;
buffer_bytes_used = vertex_buffer_size(&imm.vertex_format, imm.vertex_len);
// 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)
{
GWN_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
// TODO: resize only if vertex count is much smaller
}
GWN_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
imm.batch->phase = GWN_BATCH_READY_TO_DRAW;
imm.batch = NULL; // don't free, batch belongs to caller
}
else
#endif
{
glUnmapBuffer(GL_ARRAY_BUFFER);
if (imm.vertex_len > 0)
{
immDrawSetup();
glDrawArrays(convert_prim_type_to_gl(imm.prim_type), 0, imm.vertex_len);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// prep for next immBegin
imm.buffer_offset += buffer_bytes_used;
}
// prep for next immBegin
imm.prim_type = GWN_PRIM_NONE;
imm.strict_vertex_len = 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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_F32);
assert(attrib->comp_len == 1);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_F32);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_F32);
assert(attrib->comp_len == 3);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_F32);
assert(attrib->comp_len == 4);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_U32);
assert(attrib->comp_len == 1);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_I32);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_I16);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_U8);
assert(attrib->comp_len == 3);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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)
{
Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(attrib->comp_type == GWN_COMP_U8);
assert(attrib->comp_len == 4);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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.attr_len);
assert(imm.vertex_idx < imm.vertex_len);
assert(imm.prim_type != GWN_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 != GWN_PRIM_NONE); // make sure we're between a Begin/End pair
assert(imm.vertex_idx < imm.vertex_len);
#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.attr_len; ++a_idx)
{
if ((imm.unassigned_attrib_bits >> a_idx) & 1)
{
const Gwn_VertAttr* 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 immVertex4f(unsigned attrib_id, float x, float y, float z, float w)
{
immAttrib4f(attrib_id, x, y, z, w);
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 Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
#else
#define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_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 Gwn_ShaderInput* uniform = GWN_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 Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform_builtin(imm.shader_interface, GWN_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]);
}
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