Add cglm library and add uniform setters for shader programs
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@@ -1,7 +1,7 @@
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/*
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* This file is part of Shimatta OpenGL.
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*
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* Foobar is free software: you can redistribute it and/or modify
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* Shimatta OpenGL is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation.
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*
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@@ -343,3 +343,139 @@ return_value:
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return ret_val;
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}
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int shimatta_opengl_program_get_uniform_location(ShimattaOpenglProgram *program, const char *uniform_name)
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{
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int ret;
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ShimattaOpenglProgramPrivate *priv;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
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if (!uniform_name)
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return -1002;
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if (!shimatta_opengl_program_is_compiled(program)) {
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g_warning("Trying to get Uniform location of %s for not loaded shader program", uniform_name);
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return -1;
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}
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priv = shimatta_opengl_program_get_instance_private(program);
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ret = glGetUniformLocation(priv->shader_id, (const GLchar *)uniform_name);
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return ret;
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}
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int shimatta_opengl_program_get_attrib_location(ShimattaOpenglProgram *program, const char *attrib_name)
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{
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int ret;
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ShimattaOpenglProgramPrivate *priv;
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g_return_val_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program), -1001);
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if (!attrib_name)
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return -1002;
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if (!shimatta_opengl_program_is_compiled(program)) {
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g_warning("Trying to get Attribute location of %s for not loaded shader program", attrib_name);
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return -1;
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}
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priv = shimatta_opengl_program_get_instance_private(program);
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ret = glGetAttribLocation(priv->shader_id, (const GLchar *)attrib_name);
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return ret;
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}
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void shimatta_opengl_program_set_uniform_float(ShimattaOpenglProgram *program, const char *uniform, float value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniform1f(loc, value);
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}
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void shimatta_opengl_program_set_uniform_int(ShimattaOpenglProgram *program, const char *uniform, int value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniform1i(loc, value);
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}
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void shimatta_opengl_program_set_uniform_vec2(ShimattaOpenglProgram *program, const char *uniform, vec2 value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniform2fv(loc, 1, value);
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}
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void shimatta_opengl_program_set_uniform_vec3(ShimattaOpenglProgram *program, const char *uniform, vec3 value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniform3fv(loc, 1, value);
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}
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void shimatta_opengl_program_set_uniform_vec4(ShimattaOpenglProgram *program, const char *uniform, vec4 value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniform4fv(loc, 1, value);
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}
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void shimatta_opengl_program_set_uniform_mat2(ShimattaOpenglProgram *program, const char *uniform, mat2 value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniformMatrix2fv(loc, 1, GL_FALSE, &value[0][0]);
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}
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void shimatta_opengl_program_set_uniform_mat3(ShimattaOpenglProgram *program, const char *uniform, mat3 value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniformMatrix3fv(loc, 1, GL_FALSE, &value[0][0]);
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}
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void shimatta_opengl_program_set_uniform_mat4(ShimattaOpenglProgram *program, const char *uniform, mat4 value)
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{
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int loc;
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g_return_if_fail(SHIMATTA_IS_OPENGL_PROGRAM(program));
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g_return_if_fail(uniform != NULL);
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loc = shimatta_opengl_program_get_uniform_location(program, uniform);
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if (loc >= 0)
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glUniformMatrix4fv(loc, 1, GL_FALSE, &value[0][0]);
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}
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