Remove 'shader' param from shader param functions

This commit is contained in:
jp9000
2014-06-25 19:50:08 -07:00
parent 27010a2f56
commit caf8ca9ba8
9 changed files with 155 additions and 215 deletions

View File

@@ -338,26 +338,6 @@ sparam_t shader_getparambyname(shader_t shader, const char *name)
return NULL;
}
static inline bool matching_shader(shader_t shader, sparam_t sparam)
{
if (shader != sparam->shader) {
blog(LOG_ERROR, "Shader and shader parameter do not match");
return false;
}
return true;
}
void shader_getparaminfo(shader_t shader, sparam_t param,
struct shader_param_info *info)
{
if (!matching_shader(shader, param))
return;
info->type = param->type;
info->name = param->name;
}
sparam_t shader_getviewprojmatrix(shader_t shader)
{
return shader->viewproj;
@@ -368,91 +348,81 @@ sparam_t shader_getworldmatrix(shader_t shader)
return shader->world;
}
void shader_setbool(shader_t shader, sparam_t param, bool val)
void shader_getparaminfo(sparam_t param, struct shader_param_info *info)
{
if (matching_shader(shader, param)) {
glProgramUniform1i(shader->program, param->param, (GLint)val);
gl_success("glProgramUniform1i");
}
info->type = param->type;
info->name = param->name;
}
void shader_setfloat(shader_t shader, sparam_t param, float val)
void shader_setbool(sparam_t param, bool val)
{
if (matching_shader(shader, param)) {
glProgramUniform1f(shader->program, param->param, val);
gl_success("glProgramUniform1f");
}
struct gs_shader *shader = param->shader;
glProgramUniform1i(shader->program, param->param, (GLint)val);
gl_success("glProgramUniform1i");
}
void shader_setint(shader_t shader, sparam_t param, int val)
void shader_setfloat(sparam_t param, float val)
{
if (matching_shader(shader, param)) {
glProgramUniform1i(shader->program, param->param, val);
gl_success("glProgramUniform1i");
}
struct gs_shader *shader = param->shader;
glProgramUniform1f(shader->program, param->param, val);
gl_success("glProgramUniform1f");
}
void shader_setmatrix3(shader_t shader, sparam_t param,
const struct matrix3 *val)
void shader_setint(sparam_t param, int val)
{
struct gs_shader *shader = param->shader;
glProgramUniform1i(shader->program, param->param, val);
gl_success("glProgramUniform1i");
}
void shader_setmatrix3(sparam_t param, const struct matrix3 *val)
{
struct gs_shader *shader = param->shader;
struct matrix4 mat;
matrix4_from_matrix3(&mat, val);
if (matching_shader(shader, param)) {
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, mat.x.ptr);
gl_success("glProgramUniformMatrix4fv");
}
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, mat.x.ptr);
gl_success("glProgramUniformMatrix4fv");
}
void shader_setmatrix4(shader_t shader, sparam_t param,
const struct matrix4 *val)
void shader_setmatrix4(sparam_t param, const struct matrix4 *val)
{
if (matching_shader(shader, param)) {
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, val->x.ptr);
gl_success("glProgramUniformMatrix4fv");
}
struct gs_shader *shader = param->shader;
glProgramUniformMatrix4fv(shader->program, param->param, 1,
false, val->x.ptr);
gl_success("glProgramUniformMatrix4fv");
}
void shader_setvec2(shader_t shader, sparam_t param,
const struct vec2 *val)
void shader_setvec2(sparam_t param, const struct vec2 *val)
{
if (matching_shader(shader, param)) {
glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform2fv");
}
struct gs_shader *shader = param->shader;
glProgramUniform2fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform2fv");
}
void shader_setvec3(shader_t shader, sparam_t param,
const struct vec3 *val)
void shader_setvec3(sparam_t param, const struct vec3 *val)
{
if (matching_shader(shader, param)) {
glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform3fv");
}
struct gs_shader *shader = param->shader;
glProgramUniform3fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform3fv");
}
void shader_setvec4(shader_t shader, sparam_t param,
const struct vec4 *val)
void shader_setvec4(sparam_t param, const struct vec4 *val)
{
if (matching_shader(shader, param)) {
glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform4fv");
}
struct gs_shader *shader = param->shader;
glProgramUniform4fv(shader->program, param->param, 1, val->ptr);
gl_success("glProgramUniform4fv");
}
void shader_settexture(shader_t shader, sparam_t param, texture_t val)
void shader_settexture(sparam_t param, texture_t val)
{
if (matching_shader(shader, param))
param->texture = val;
param->texture = val;
}
static void shader_setval_data(shader_t shader, sparam_t param,
const void *val, int count)
static void shader_setval_data(sparam_t param, const void *val, int count)
{
if (!matching_shader(shader, param))
return;
struct gs_shader *shader = param->shader;
if (param->type == SHADER_PARAM_BOOL ||
param->type == SHADER_PARAM_INT) {
@@ -494,17 +464,13 @@ void shader_update_textures(struct gs_shader *shader)
}
}
void shader_setval(shader_t shader, sparam_t param, const void *val,
size_t size)
void shader_setval(sparam_t param, const void *val, size_t size)
{
int count = param->array_count;
size_t expected_size = 0;
if (!count)
count = 1;
if (!matching_shader(shader, param))
return;
switch ((uint32_t)param->type) {
case SHADER_PARAM_FLOAT: expected_size = sizeof(float); break;
case SHADER_PARAM_BOOL:
@@ -528,13 +494,12 @@ void shader_setval(shader_t shader, sparam_t param, const void *val,
}
if (param->type == SHADER_PARAM_TEXTURE)
shader_settexture(shader, param, *(texture_t*)val);
shader_settexture(param, *(texture_t*)val);
else
shader_setval_data(shader, param, val, count);
shader_setval_data(param, val, count);
}
void shader_setdefault(shader_t shader, sparam_t param)
void shader_setdefault(sparam_t param)
{
shader_setval(shader, param, param->def_value.array,
param->def_value.num);
shader_setval(param, param->def_value.array, param->def_value.num);
}