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| 1 | +// | |
| 2 | +// ProgramObject.cpp | |
| 3 | +// interface/src/renderer | |
| 4 | +// | |
| 5 | +// Created by Andrzej Kapolka on 5/7/13. | |
| 6 | +// Copyright 2013 High Fidelity, Inc. | |
| 7 | +// | |
| 8 | +// Distributed under the Apache License, Version 2.0. | |
| 9 | +// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html | |
| 10 | +// | |
| 11 | + | |
| 12 | +#include <glm/gtc/type_ptr.hpp> | |
| 13 | + | |
| 14 | +#include "ProgramObject.h" | |
| 15 | + | |
| 16 | +ProgramObject::ProgramObject(QObject* parent) : QGLShaderProgram(parent) { | |
| 17 | +} | |
| 18 | + | |
| 19 | +void ProgramObject::setUniform(int location, const glm::vec2& value) { | |
| 20 | + setUniformValue(location, value.x, value.y); | |
| 21 | +} | |
| 22 | + | |
| 23 | +void ProgramObject::setUniform(const char* name, const glm::vec2& value) { | |
| 24 | + setUniformValue(name, value.x, value.y); | |
| 25 | +} | |
| 26 | + | |
| 27 | +void ProgramObject::setUniform(int location, const glm::vec3& value) { | |
| 28 | + setUniformValue(location, value.x, value.y, value.z); | |
| 29 | +} | |
| 30 | + | |
| 31 | +void ProgramObject::setUniform(const char* name, const glm::vec3& value) { | |
| 32 | + setUniformValue(name, value.x, value.y, value.z); | |
| 33 | +} | |
| 34 | + | |
| 35 | +void ProgramObject::setUniform(int location, const glm::vec4& value) { | |
| 36 | + setUniformValue(location, value.x, value.y, value.z, value.w); | |
| 37 | +} | |
| 38 | + | |
| 39 | +void ProgramObject::setUniform(const char* name, const glm::vec4& value) { | |
| 40 | + setUniformValue(name, value.x, value.y, value.z, value.w); | |
| 41 | +} | |
| 42 | + | |
| 43 | +void ProgramObject::setUniformArray(const char* name, const glm::vec3* values, int count) { | |
| 44 | + GLfloat* floatVal = new GLfloat[count*3]; | |
| 45 | + int index = 0; | |
| 46 | + for (int i = 0; i < count; i++) { | |
| 47 | + assert(index < count*3); | |
| 48 | + const float* valPtr = glm::value_ptr(values[i]); | |
| 49 | + floatVal[index++] = valPtr[0]; | |
| 50 | + floatVal[index++] = valPtr[1]; | |
| 51 | + floatVal[index++] = valPtr[2]; | |
| 52 | + } | |
| 53 | + | |
| 54 | + setUniformValueArray(name, floatVal, count, 3); | |
| 55 | + delete[] floatVal; | |
| 56 | +} | |