Add cglm library and add uniform setters for shader programs
This commit is contained in:
parent
8837de9e2a
commit
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3
.gitmodules
vendored
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3
.gitmodules
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@ -0,0 +1,3 @@
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[submodule "cglm/cglm"]
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path = cglm/cglm
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url = https://github.com/recp/cglm.git
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@ -1,6 +1,8 @@
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cmake_minimum_required(VERSION 3.5)
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cmake_minimum_required(VERSION 3.5)
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project(shimatta-opengl LANGUAGES C)
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project(shimatta-opengl LANGUAGES C)
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add_subdirectory(cglm)
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find_package(PkgConfig REQUIRED)
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find_package(PkgConfig REQUIRED)
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pkg_search_module(GLIB REQUIRED glib-2.0)
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pkg_search_module(GLIB REQUIRED glib-2.0)
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pkg_check_modules(EPOXY REQUIRED epoxy)
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pkg_check_modules(EPOXY REQUIRED epoxy)
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@ -11,7 +13,7 @@ aux_source_directory("src" SRC_DIR)
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add_library(${PROJECT_NAME} SHARED ${SRC_DIR})
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add_library(${PROJECT_NAME} SHARED ${SRC_DIR})
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target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include)
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target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}/include)
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target_include_directories(${PROJECT_NAME} PRIVATE ${EPOXY_INCLUDE_DIRS})
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target_include_directories(${PROJECT_NAME} PRIVATE ${EPOXY_INCLUDE_DIRS})
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target_link_libraries(${PROJECT_NAME} PUBLIC ${GLIB_LDFLAGS} ${EPOXY_LDFLAGS})
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target_link_libraries(${PROJECT_NAME} PUBLIC ${GLIB_LDFLAGS} ${EPOXY_LDFLAGS} cglm)
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target_link_directories(${PROJECT_NAME} PUBLIC ${GLIB_LINK_DIRS} ${EPOXY_LINK_DIRS})
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target_link_directories(${PROJECT_NAME} PUBLIC ${GLIB_LINK_DIRS} ${EPOXY_LINK_DIRS})
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target_include_directories(${PROJECT_NAME} PUBLIC ${GLIB_INCLUDE_DIRS})
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target_include_directories(${PROJECT_NAME} PUBLIC ${GLIB_INCLUDE_DIRS})
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13
cglm/CMakeLists.txt
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cglm/CMakeLists.txt
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project(cglm)
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cmake_minimum_required(VERSION 2.8)
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include_directories(${GLIB_INCLUDE_DIRS} ${GTK3_INCLUDE_DIRS} ${CAIRO_INCLUDE_DIRS} ${OPENCL_INCLUDE_DIRS})
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link_directories(${GLIB_LINK_DIRS} ${GTK3_LINK_DIRS} ${CAIRO_LINK_DIRS})
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add_definitions(${GLIB2_CFLAGS_OTHER})
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aux_source_directory("cglm/src" SOURCES)
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add_library(${PROJECT_NAME} STATIC ${SOURCES})
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add_compile_options(-Wall -std=gnu99 -O3 -Wstrict-aliasing=2 -fstrict-aliasing -pedantic)
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target_include_directories(${PROJECT_NAME} PUBLIC "cglm/include")
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target_link_libraries(${PROJECT_NAME} m)
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1
cglm/cglm
Submodule
1
cglm/cglm
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Subproject commit 79c44fdbfa35289f5346f0c6cf560be75f015357
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@ -1,7 +1,7 @@
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/*
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/*
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* This file is part of Shimatta OpenGL.
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* This file is part of Shimatta OpenGL.
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*
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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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* 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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* published by the Free Software Foundation.
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*
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*
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@ -16,6 +16,7 @@
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#include <glib.h>
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#include <glib.h>
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#include <glib-object.h>
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#include <glib-object.h>
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#include <cglm/cglm.h>
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G_BEGIN_DECLS
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G_BEGIN_DECLS
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@ -72,4 +73,36 @@ int shimatta_opengl_program_use(ShimattaOpenglProgram *program);
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*/
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*/
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gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program);
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gboolean shimatta_opengl_program_is_compiled(ShimattaOpenglProgram *program);
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/**
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* @brief Get the location of a uniform of a given shader program
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* @param program Shader program
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* @param uniform_name Name of the uniform parameter
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* @return Location. -1 if error.
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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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* @brief Get the location of an Attribute of a given shader program
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* @param program Shader program
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* @param attrib_name Name of the attribute
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* @return Location of attribute. -1 if error.
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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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void shimatta_opengl_program_set_uniform_float(ShimattaOpenglProgram *program, const char *uniform, float value);
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void shimatta_opengl_program_set_uniform_int(ShimattaOpenglProgram *program, const char *uniform, int value);
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void shimatta_opengl_program_set_uniform_vec2(ShimattaOpenglProgram *program, const char *uniform, vec2 value);
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void shimatta_opengl_program_set_uniform_vec3(ShimattaOpenglProgram *program, const char *uniform, vec3 value);
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void shimatta_opengl_program_set_uniform_vec4(ShimattaOpenglProgram *program, const char *uniform, vec4 value);
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void shimatta_opengl_program_set_uniform_mat2(ShimattaOpenglProgram *program, const char *uniform, mat2 value);
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void shimatta_opengl_program_set_uniform_mat3(ShimattaOpenglProgram *program, const char *uniform, mat3 value);
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void shimatta_opengl_program_set_uniform_mat4(ShimattaOpenglProgram *program, const char *uniform, mat4 value);
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G_END_DECLS
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G_END_DECLS
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@ -1,7 +1,7 @@
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/*
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/*
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* This file is part of Shimatta OpenGL.
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* This file is part of Shimatta OpenGL.
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*
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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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* 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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* published by the Free Software Foundation.
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*
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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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return ret_val;
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}
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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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