Implemented new setUniform API for shaders.

Deprecated old setParameter API.
This commit is contained in:
Alec Iverson committed 2016-08-12 15:11:54 -07:00
1 parent 36430b11c7
commit 16ea259e04
3 files changed
+586 -116

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+22 -22
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@@ -36,8 +36,8 @@ typedef sfVector2i sfGlslIvec2;
typedef struct
{
bool x;
bool y;
bool x;
bool y;
} sfGlslBvec2;
// 3D vectors
@@ -45,52 +45,52 @@ typedef sfVector3f sfGlslVec3;
typedef struct
{
int x;
int y;
int z;
int x;
int y;
int z;
} sfGlslIvec3;
typedef struct
{
bool x;
bool y;
bool z;
bool x;
bool y;
bool z;
} sfGlslBvec3;
// 4D vectors
typedef struct
{
float x;
float y;
float z;
float w;
float x;
float y;
float z;
float w;
} sfGlslVec4;
typedef struct
{
int x;
int y;
int z;
int w;
int x;
int y;
int z;
int w;
} sfGlslIvec4;
typedef struct
{
bool x;
bool y;
bool z;
bool w;
bool x;
bool y;
bool z;
bool w;
} sfGlslBvec4;
// matrices
typedef struct
{
float array[3 * 3];
float array[3 * 3];
} sfGlslMat3;
typedef struct
{
float array[4 * 4];
float array[4 * 4];
} sfGlslMat4;
#endif // SFML_GLSL_H
+301 -9
View File
@@ -30,6 +30,7 @@
////////////////////////////////////////////////////////////
#include <SFML/Graphics/Export.h>
#include <SFML/Graphics/Color.h>
#include <SFML/Graphics/Glsl.h>
#include <SFML/Graphics/Transform.h>
#include <SFML/Graphics/Types.h>
#include <SFML/System/InputStream.h>
@@ -105,6 +106,297 @@ CSFML_GRAPHICS_API sfShader* sfShader_createFromStream(sfInputStream* vertexShad
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_destroy(sfShader* shader);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p float uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param x Value of the float scalar
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloatUniform(sfShader* shader, const char* name, float x);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p vec2 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the vec2 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p vec3 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the vec3 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p vec4 uniform
///
/// sfColor objects can be passed to this function via
/// the use of sfGlslVec4_fromsfColor(sfColor);
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the vec4 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p vec4 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param color Value of the vec4 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p int uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param x Value of the integer scalar
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setIntUniform(sfShader* shader, const char* name, int x);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p ivec2 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the ivec2 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p ivec3 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the ivec3 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p ivec4 uniform
///
/// sfColor objects can be passed to this function via
/// the use of sfGlslIvec4_fromsfColor(sfColor);
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the ivec4 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p ivec4 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param color Value of the ivec4 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p bool uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param x Value of the bool scalar
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p bvec2 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the bvec2 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p Bvec3 uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the Bvec3 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p bvec4 uniform
///
/// sfColor objects can be passed to this function via
/// the use of sfGlslIvec4_fromsfColor(sfColor);
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vector Value of the bvec4 vector
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p mat3 matrix
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param matrix Value of the mat3 matrix
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix);
////////////////////////////////////////////////////////////
/// \brief Specify value for \p mat4 matrix
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param matrix Value of the mat4 matrix
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix);
////////////////////////////////////////////////////////////
/// \brief Specify a texture as \p sampler2D uniform
///
/// \a name is the name of the variable to change in the shader.
/// The corresponding parameter in the shader must be a 2D texture
/// (\p sampler2D GLSL type).
///
/// Example:
/// \code
/// uniform sampler2D the_texture; // this is the variable in the shader
/// \endcode
/// \code
/// sfTexture texture;
/// ...
/// sfShader_setTextureUniform(shader, "the_texture", &texture);
/// \endcode
/// It is important to note that \a texture must remain alive as long
/// as the shader uses it, no copy is made internally.
///
/// To use the texture of the object being drawn, which cannot be
/// known in advance, you can pass the special value
/// sf::Shader::CurrentTexture:
/// \code
/// shader.setUniform("the_texture", sf::Shader::CurrentTexture).
/// \endcode
///
/// \param shader Shader object
/// \param name Name of the texture in the shader
/// \param texture Texture to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture);
////////////////////////////////////////////////////////////
/// \brief Specify current texture as \p sampler2D uniform
///
/// This overload maps a shader texture variable to the
/// texture of the object being drawn, which cannot be
/// known in advance.
/// The corresponding parameter in the shader must be a 2D texture
/// (\p sampler2D GLSL type).
///
/// Example:
/// \code
/// uniform sampler2D current; // this is the variable in the shader
/// \endcode
/// \code
/// sfShader_setCurrentTextureUniform(shader, "current");
/// \endcode
///
/// \param shader Shader object
/// \param name Name of the texture in the shader
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name);
////////////////////////////////////////////////////////////
/// \brief Specify values for \p float[] array uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param scalarArray pointer to array of \p float values
/// \param length Number of elements in the array
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length);
////////////////////////////////////////////////////////////
/// \brief Specify values for \p vec2[] array uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vectorArray pointer to array of \p vec2 values
/// \param length Number of elements in the array
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length);
////////////////////////////////////////////////////////////
/// \brief Specify values for \p vec3[] array uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vectorArray pointer to array of \p vec3 values
/// \param length Number of elements in the array
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length);
////////////////////////////////////////////////////////////
/// \brief Specify values for \p vec4[] array uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param vectorArray pointer to array of \p vec4 values
/// \param length Number of elements in the array
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length);
////////////////////////////////////////////////////////////
/// \brief Specify values for \p mat3[] array uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param matrixArray pointer to array of \p mat3 values
/// \param length Number of elements in the array
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length);
////////////////////////////////////////////////////////////
/// \brief Specify values for \p mat4[] array uniform
///
/// \param shader Shader object
/// \param name Name of the uniform variable in GLSL
/// \param matrixArray pointer to array of \p mat4 values
/// \param length Number of elements in the array
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length);
////////////////////////////////////////////////////////////
/// \brief Change a float parameter of a shader
///
@@ -148,7 +440,7 @@ CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloatParameter(sfShader* sh
/// \param y Second component of the value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y);
////////////////////////////////////////////////////////////
/// \brief Change a 3-components vector parameter of a shader
@@ -172,7 +464,7 @@ CSFML_GRAPHICS_API void sfShader_setFloat2Parameter(sfShader* shader, const char
/// \param z Third component of the value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z);
////////////////////////////////////////////////////////////
/// \brief Change a 4-components vector parameter of a shader
@@ -197,7 +489,7 @@ CSFML_GRAPHICS_API void sfShader_setFloat3Parameter(sfShader* shader, const char
/// \param w Fourth component of the value to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w);
////////////////////////////////////////////////////////////
/// \brief Change a 2-components vector parameter of a shader
@@ -220,7 +512,7 @@ CSFML_GRAPHICS_API void sfShader_setFloat4Parameter(sfShader* shader, const char
/// \param vector Vector to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector);
////////////////////////////////////////////////////////////
/// \brief Change a 3-components vector parameter of a shader
@@ -243,7 +535,7 @@ CSFML_GRAPHICS_API void sfShader_setVector2Parameter(sfShader* shader, const cha
/// \param vector Vector to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector);
////////////////////////////////////////////////////////////
/// \brief Change a color parameter of a shader
@@ -271,7 +563,7 @@ CSFML_GRAPHICS_API void sfShader_setVector3Parameter(sfShader* shader, const cha
/// \param color Color to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color);
////////////////////////////////////////////////////////////
/// \brief Change a matrix parameter of a shader
@@ -294,7 +586,7 @@ CSFML_GRAPHICS_API void sfShader_setColorParameter(sfShader* shader, const char*
/// \param transform Transform to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform);
////////////////////////////////////////////////////////////
/// \brief Change a texture parameter of a shader
@@ -327,7 +619,7 @@ CSFML_GRAPHICS_API void sfShader_setTransformParameter(sfShader* shader, const c
/// \param texture Texture to assign
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture);
////////////////////////////////////////////////////////////
/// \brief Change a texture parameter of a shader
@@ -350,7 +642,7 @@ CSFML_GRAPHICS_API void sfShader_setTextureParameter(sfShader* shader, const cha
/// \param name Name of the texture in the shader
///
////////////////////////////////////////////////////////////
CSFML_GRAPHICS_API void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name);
CSFML_GRAPHICS_API CSFML_DEPRECATED void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name);
////////////////////////////////////////////////////////////
/// \brief Get the underlying OpenGL handle of the shader.
+263 -85
View File
@@ -36,202 +36,380 @@
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromFile(const char* vertexShaderFilename, const char* geometryShaderFilename, const char* fragmentShaderFilename)
{
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
if (vertexShaderFilename)
{
vertexSuccess = shader->This.loadFromFile(vertexShaderFilename, sf::Shader::Vertex);
}
sfShader* shader = new sfShader;
if (vertexShaderFilename)
{
vertexSuccess = shader->This.loadFromFile(vertexShaderFilename, sf::Shader::Vertex);
}
if (geometryShaderFilename)
{
geometrySuccess = shader->This.loadFromFile(geometryShaderFilename, sf::Shader::Geometry);
}
if (geometryShaderFilename)
{
geometrySuccess = shader->This.loadFromFile(geometryShaderFilename, sf::Shader::Geometry);
}
if (fragmentShaderFilename)
{
fragmentSuccess = shader->This.loadFromFile(fragmentShaderFilename, sf::Shader::Fragment);
}
if (fragmentShaderFilename)
{
fragmentSuccess = shader->This.loadFromFile(fragmentShaderFilename, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
return shader;
return shader;
}
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromMemory(const char* vertexShader, const char* geometryShader, const char* fragmentShader)
{
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
sfShader* shader = new sfShader;
if (vertexShader)
{
vertexSuccess = shader->This.loadFromMemory(vertexShader, sf::Shader::Vertex);
}
if (vertexShader)
{
vertexSuccess = shader->This.loadFromMemory(vertexShader, sf::Shader::Vertex);
}
if (geometryShader)
{
geometrySuccess = shader->This.loadFromMemory(geometryShader, sf::Shader::Geometry);
}
if (geometryShader)
{
geometrySuccess = shader->This.loadFromMemory(geometryShader, sf::Shader::Geometry);
}
if (fragmentShader)
{
fragmentSuccess = shader->This.loadFromMemory(fragmentShader, sf::Shader::Fragment);
}
if (fragmentShader)
{
fragmentSuccess = shader->This.loadFromMemory(fragmentShader, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
return shader;
return shader;
}
////////////////////////////////////////////////////////////
sfShader* sfShader_createFromStream(sfInputStream* vertexShaderStream, sfInputStream* geometryShaderStream, sfInputStream* fragmentShaderStream)
{
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
bool vertexSuccess = false;
bool geometrySuccess = false;
bool fragmentSuccess = false;
sfShader* shader = new sfShader;
sfShader* shader = new sfShader;
if (vertexShaderStream)
{
CallbackStream stream(vertexShaderStream);
vertexSuccess = shader->This.loadFromStream(stream, sf::Shader::Vertex);
}
if (vertexShaderStream)
{
CallbackStream stream(vertexShaderStream);
vertexSuccess = shader->This.loadFromStream(stream, sf::Shader::Vertex);
}
if (geometryShaderStream)
{
CallbackStream stream(geometryShaderStream);
geometrySuccess = shader->This.loadFromStream(stream, sf::Shader::Geometry);
}
if (geometryShaderStream)
{
CallbackStream stream(geometryShaderStream);
geometrySuccess = shader->This.loadFromStream(stream, sf::Shader::Geometry);
}
if (fragmentShaderStream)
{
CallbackStream stream(fragmentShaderStream);
fragmentSuccess = shader->This.loadFromStream(stream, sf::Shader::Fragment);
}
if (fragmentShaderStream)
{
CallbackStream stream(fragmentShaderStream);
fragmentSuccess = shader->This.loadFromStream(stream, sf::Shader::Fragment);
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
if (!(vertexSuccess || geometrySuccess || fragmentSuccess))
{
delete shader;
shader = NULL;
}
return shader;
return shader;
}
////////////////////////////////////////////////////////////
void sfShader_destroy(sfShader* shader)
{
delete shader;
delete shader;
}
////////////////////////////////////////////////////////////
void sfShader_setFloatUniform(sfShader* shader, const char* name, float x)
{
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setVec2Uniform(sfShader* shader, const char* name, sfGlslVec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setVec3Uniform(sfShader* shader, const char* name, sfGlslVec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setVec4Uniform(sfShader* shader, const char* name, sfGlslVec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Vec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setColorUniform(sfShader* shader, const char* name, sfColor color)
{
sfGlslVec4 vec4;
vec4.x = color.r / 255.f;
vec4.y = color.g / 255.f;
vec4.z = color.b / 255.f;
vec4.w = color.a / 255.f;
sfShader_setVec4Uniform(shader, name, vec4);
}
////////////////////////////////////////////////////////////
void sfShader_setIntUniform(sfShader* shader, const char* name, int x)
{
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec2Uniform(sfShader* shader, const char* name, sfGlslIvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec3Uniform(sfShader* shader, const char* name, sfGlslIvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setIvec4Uniform(sfShader* shader, const char* name, sfGlslIvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Ivec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setIntColorUniform(sfShader* shader, const char* name, sfColor color)
{
sfGlslIvec4 ivec4;
ivec4.x = (int)color.r;
ivec4.y = (int)color.g;
ivec4.z = (int)color.b;
ivec4.w = (int)color.a;
sfShader_setIvec4Uniform(shader, name, ivec4);
}
////////////////////////////////////////////////////////////
void sfShader_setBoolUniform(sfShader* shader, const char* name, sfBool x)
{
CSFML_CALL(shader, setUniform(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec2Uniform(sfShader* shader, const char* name, sfGlslBvec2 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec2(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec3Uniform(sfShader* shader, const char* name, sfGlslBvec3 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec3(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setBvec4Uniform(sfShader* shader, const char* name, sfGlslBvec4 vector)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Bvec4(vector.x, vector.y, vector.z, vector.w)));
}
////////////////////////////////////////////////////////////
void sfShader_setMat3Uniform(sfShader* shader, const char* name, const sfGlslMat3* matrix)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat3(matrix->array)));
}
////////////////////////////////////////////////////////////
void sfShader_setMat4Uniform(sfShader* shader, const char* name, const sfGlslMat4* matrix)
{
CSFML_CALL(shader, setUniform(name, sf::Glsl::Mat4(matrix->array)));
}
////////////////////////////////////////////////////////////
void sfShader_setTextureUniform(sfShader* shader, const char* name, const sfTexture* texture)
{
CSFML_CALL(shader, setUniform(name, *texture->This));
}
////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureUniform(sfShader* shader, const char* name)
{
CSFML_CALL(shader, setUniform(name, sf::Shader::CurrentTexture));
}
////////////////////////////////////////////////////////////
void sfShader_setFloatUniformArray(sfShader* shader, const char* name, const float* scalarArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, scalarArray, length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec2UniformArray(sfShader* shader, const char* name, const sfGlslVec2* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec2*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec3UniformArray(sfShader* shader, const char* name, const sfGlslVec3* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec3*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setVec4UniformArray(sfShader* shader, const char* name, const sfGlslVec4* vectorArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Vec4*>(vectorArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setMat3UniformArray(sfShader* shader, const char* name, const sfGlslMat3* matrixArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat3*>(matrixArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setMat4UniformArray(sfShader* shader, const char* name, const sfGlslMat4* matrixArray, size_t length)
{
CSFML_CALL(shader, setUniformArray(name, reinterpret_cast<const sf::Glsl::Mat4*>(matrixArray), length));
}
////////////////////////////////////////////////////////////
void sfShader_setFloatParameter(sfShader* shader, const char* name, float x)
{
CSFML_CALL(shader, setParameter(name, x));
CSFML_CALL(shader, setParameter(name, x));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat2Parameter(sfShader* shader, const char* name, float x, float y)
{
CSFML_CALL(shader, setParameter(name, x, y));
CSFML_CALL(shader, setParameter(name, x, y));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat3Parameter(sfShader* shader, const char* name, float x, float y, float z)
{
CSFML_CALL(shader, setParameter(name, x, y, z));
CSFML_CALL(shader, setParameter(name, x, y, z));
}
////////////////////////////////////////////////////////////
void sfShader_setFloat4Parameter(sfShader* shader, const char* name, float x, float y, float z, float w)
{
CSFML_CALL(shader, setParameter(name, x, y, z, w));
CSFML_CALL(shader, setParameter(name, x, y, z, w));
}
////////////////////////////////////////////////////////////
void sfShader_setVector2Parameter(sfShader* shader, const char* name, sfVector2f vector)
{
CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
CSFML_CALL(shader, setParameter(name, sf::Vector2f(vector.x, vector.y)));
}
////////////////////////////////////////////////////////////
void sfShader_setVector3Parameter(sfShader* shader, const char* name, sfVector3f vector)
{
CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
CSFML_CALL(shader, setParameter(name, sf::Vector3f(vector.x, vector.y, vector.z)));
}
////////////////////////////////////////////////////////////
void sfShader_setColorParameter(sfShader* shader, const char* name, sfColor color)
{
CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
CSFML_CALL(shader, setParameter(name, sf::Color(color.r, color.g, color.b, color.a)));
}
////////////////////////////////////////////////////////////
void sfShader_setTransformParameter(sfShader* shader, const char* name, sfTransform transform)
{
CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
CSFML_CALL(shader, setParameter(name, convertTransform(transform)));
}
////////////////////////////////////////////////////////////
void sfShader_setTextureParameter(sfShader* shader, const char* name, const sfTexture* texture)
{
CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name, *texture->This));
CSFML_CHECK(texture);
CSFML_CALL(shader, setParameter(name,*texture->This));
}
////////////////////////////////////////////////////////////
void sfShader_setCurrentTextureParameter(sfShader* shader, const char* name)
{
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
CSFML_CALL(shader, setParameter(name, sf::Shader::CurrentTexture));
}
////////////////////////////////////////////////////////////
unsigned int sfShader_getNativeHandle(const sfShader* shader)
{
CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
CSFML_CALL_RETURN(shader, getNativeHandle(), 0);
}
////////////////////////////////////////////////////////////
void sfShader_bind(const sfShader* shader)
{
sf::Shader::bind(shader ? &shader->This : NULL);
sf::Shader::bind(shader ? &shader->This : NULL);
}
////////////////////////////////////////////////////////////
sfBool sfShader_isAvailable(void)
{
return sf::Shader::isAvailable() ? sfTrue : sfFalse;
return sf::Shader::isAvailable() ? sfTrue : sfFalse;
}