Sources/Classes/Model/OpenGL/Shaders/Shader/Unit/Uniform/GLUniform.mm
/* |
File: GLUniform.mm |
Abstract: |
Accessors for uniforms. |
Version: 2.0 |
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple |
Inc. ("Apple") in consideration of your agreement to the following |
terms, and your use, installation, modification or redistribution of |
this Apple software constitutes acceptance of these terms. If you do |
not agree with these terms, please do not use, install, modify or |
redistribute this Apple software. |
In consideration of your agreement to abide by the following terms, and |
subject to these terms, Apple grants you a personal, non-exclusive |
license, under Apple's copyrights in this original Apple software (the |
"Apple Software"), to use, reproduce, modify and redistribute the Apple |
Software, with or without modifications, in source and/or binary forms; |
provided that if you redistribute the Apple Software in its entirety and |
without modifications, you must retain this notice and the following |
text and disclaimers in all such redistributions of the Apple Software. |
Neither the name, trademarks, service marks or logos of Apple Inc. may |
be used to endorse or promote products derived from the Apple Software |
without specific prior written permission from Apple. Except as |
expressly stated in this notice, no other rights or licenses, express or |
implied, are granted by Apple herein, including but not limited to any |
patent rights that may be infringed by your derivative works or by other |
works in which the Apple Software may be incorporated. |
The Apple Software is provided by Apple on an "AS IS" basis. APPLE |
MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION |
THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS |
FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND |
OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. |
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL |
OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, |
MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED |
AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), |
STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE |
POSSIBILITY OF SUCH DAMAGE. |
Copyright (C) 2013 Apple Inc. All Rights Reserved. |
*/ |
#pragma mark - |
#pragma mark Private - Headers |
#import <cstdarg> |
#import "GLSLUnitDictKeys.h" |
#import "GLSizes.h" |
#import "GLUniform.h" |
#pragma mark - |
#pragma mark Private - Prototypes |
typedef void (*GLUniformSetIntegerVectorFuncPtr)(GLint location, GLsizei count, const GLint *value); |
typedef void (*GLUniformSetFloatVectorFuncPtr)(GLint location, GLsizei count, const GLfloat *value); |
typedef void (*GLUniformSetFloatMatrixFuncPtr)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
#pragma mark - |
#pragma mark Private - Utilities - Locations |
static inline GLint GLUniformGetLocation(NSDictionary *pUniform) |
{ |
GLint nLocation = -1; |
if(pUniform) |
{ |
NSNumber *pLocation = [pUniform objectForKey:kGLSLUniformLocKey]; |
if(pLocation) |
{ |
nLocation = [pLocation intValue]; |
} // if |
} // if |
return nLocation; |
} // GLUniformGetLocation |
#pragma mark - |
#pragma mark Private - Utilities - Templates |
template <typename TName> |
static inline BOOL GLUniformGetVector(NSDictionary *pUniform, |
TName *pVector) |
{ |
BOOL bSuccess = pVector != NULL; |
if(bSuccess) |
{ |
NSData *pData = [pUniform objectForKey:kGLSLUniformValueKey]; |
bSuccess = pData != nil; |
if(bSuccess) |
{ |
[pData getBytes:pVector]; |
} // if |
} // if |
return bSuccess; |
} // GLUniformGetVector |
template <typename TName> |
static inline TName *GLUniformCreateVectors(const GLuint nSize, |
NSDictionary *pUniform, |
GLuint &rCount) |
{ |
TName *pVector = NULL; |
if(nSize) |
{ |
NSNumber *pNumber = [pUniform objectForKey:kGLSLUniformCountKey]; |
if(pNumber) |
{ |
rCount = nSize * [pNumber intValue]; |
if(rCount) |
{ |
pVector = new TName[rCount]; |
} // if |
} // if |
} // if |
return pVector; |
} // GLUniformCreateVectors |
#pragma mark - |
#pragma mark Private - Utilities - Vectors |
// Template for GL uniform functor |
template <typename TName> |
class TGLUniformFunctor |
{ |
private: |
// Pointer to the member function |
void (*mpFunc)(GLint location, GLsizei count, const TName *value); |
public: |
// Construct a functor with a function pointer |
TGLUniformFunctor(void(*pFunc)(GLint location, GLsizei count, const TName *value)) |
{ |
mpFunc = pFunc; |
}; // Constructor |
// Override the "()" operator |
void operator()(const GLuint nSize, NSDictionary *pUniform) |
{ |
// The uniform location |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
// Create a float or an integer vector |
GLuint nCount = 0; |
TName *pVector = GLUniformCreateVectors<TName>(nSize, pUniform, nCount); |
// Fill a float or an integer vector |
if(GLUniformGetVector<TName>(pUniform, pVector)) |
{ |
// Excute the member function for setting a GL uniform |
(*mpFunc)(nLocation, nCount, pVector); |
} // if |
// Release a float or an integer vector |
if(pVector != NULL) |
{ |
delete [] pVector; |
} // if |
} // if |
}; // Operator () |
}; // TGLUniformFunctor |
static inline void GLUniformSetIntegerVectors(const GLuint nSize, |
NSDictionary *pUniform, |
GLUniformSetIntegerVectorFuncPtr glUniformSetIntegerVectors) |
{ |
TGLUniformFunctor<GLint> glUniformSetVectors(glUniformSetIntegerVectors); |
glUniformSetVectors(nSize, pUniform); |
} // GLUniformSetIntegerVectors |
static inline void GLUniformSetFloatVectors(const GLuint nSize, |
NSDictionary *pUniform, |
GLUniformSetFloatVectorFuncPtr glUniformSetFloatVectors) |
{ |
TGLUniformFunctor<GLfloat> glUniformSetVectors(glUniformSetFloatVectors); |
glUniformSetVectors(nSize, pUniform); |
} // GLUniformSetFloatVectors |
#pragma mark - |
#pragma mark Private - Utilities - Matrices |
static void GLUniformSetMatrix(const GLuint nSize, |
NSDictionary *pUniform, |
GLUniformSetFloatMatrixFuncPtr glUniformSetFloatMatrix) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLboolean bTranspose = GL_FALSE; |
NSNumber *pTranspose = [pUniform objectForKey:kGLSLUniformTransposeKey]; |
if(pTranspose) |
{ |
bTranspose = [pTranspose intValue]; |
} // if |
GLuint nCount = 0; |
GLfloat *pVector = GLUniformCreateVectors<GLfloat>(nSize, pUniform, nCount); |
if(GLUniformGetVector<GLfloat>(pUniform, pVector)) |
{ |
glUniformSetFloatMatrix(nLocation, nCount, bTranspose, pVector); |
} // if |
if(pVector != NULL) |
{ |
delete [] pVector; |
} // if |
} // if |
} // GLUniformSetMatrix4fv |
#pragma mark - |
#pragma mark Public - Utilities - Accessors - Integer Scalars |
void GLUniformSet1i(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
NSNumber *pNumber = [pUniform objectForKey:kGLSLUniformValueKey]; |
if(pNumber) |
{ |
GLint nValue = [pNumber intValue]; |
glUniform1i(nLocation, nValue); |
} // if |
} // if |
} // GLUniformSet1i |
void GLUniformSet2i(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLint vector[2] = { 0, 0 }; |
if(GLUniformGetVector<GLint>(pUniform, vector)) |
{ |
glUniform2i(nLocation, vector[0], vector[1]); |
} // if |
} // if |
} // GLUniformSet2i |
void GLUniformSet3i(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLint vector[3] = { 0, 0, 0 }; |
if(GLUniformGetVector<GLint>(pUniform, vector)) |
{ |
glUniform3i(nLocation, vector[0], vector[1], vector[2]); |
} // if |
} // if |
} // GLUniformSet3i |
void GLUniformSet4i(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLint vector[4] = { 0, 0, 0, 0 }; |
if(GLUniformGetVector<GLint>(pUniform, vector)) |
{ |
glUniform4i(nLocation, vector[0], vector[1], vector[2], vector[3]); |
} // if |
} // if |
} // GLUniformSet4i |
#pragma mark - |
#pragma mark Public - Utilities - Accessors - Integer Vectors |
void GLUniformSet1iv(NSDictionary *pUniform) |
{ |
GLUniformSetIntegerVectors(1, pUniform, glUniform1iv); |
} // GLUniformSet1iv |
void GLUniformSet2iv(NSDictionary *pUniform) |
{ |
GLUniformSetIntegerVectors(2, pUniform, glUniform2iv); |
} // GLUniformSet2iv |
void GLUniformSet3iv(NSDictionary *pUniform) |
{ |
GLUniformSetIntegerVectors(3, pUniform, glUniform3iv); |
} // GLUniformSet3iv |
void GLUniformSet4iv(NSDictionary *pUniform) |
{ |
GLUniformSetIntegerVectors(4, pUniform, glUniform4iv); |
} // GLUniformSet4iv |
#pragma mark - |
#pragma mark Public - Utilities - Accessors - Float Scalars |
void GLUniformSet1f(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
NSNumber *pNumber = [pUniform objectForKey:kGLSLUniformValueKey]; |
if(pNumber) |
{ |
GLfloat nValue = [pNumber floatValue]; |
glUniform1f(nLocation, nValue); |
} // if |
} // if |
} // GLUniformSet1f |
void GLUniformSet2f(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLfloat vector[2] = { 0.0f, 0.0f }; |
if(GLUniformGetVector<GLfloat>(pUniform, vector)) |
{ |
glUniform2f(nLocation, vector[0], vector[1]); |
} // if |
} // if |
} // GLUniformSet2f |
void GLUniformSet3f(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLfloat vector[3] = { 0.0f, 0.0f, 0.0f }; |
if(GLUniformGetVector<GLfloat>(pUniform, vector)) |
{ |
glUniform3f(nLocation, vector[0], vector[1], vector[2]); |
} // if |
} // if |
} // GLUniformSet3f |
void GLUniformSet4f(NSDictionary *pUniform) |
{ |
GLint nLocation = GLUniformGetLocation(pUniform); |
if(nLocation > -1) |
{ |
GLfloat vector[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; |
if(GLUniformGetVector<GLfloat>(pUniform, vector)) |
{ |
glUniform4f(nLocation, vector[0], vector[1], vector[2], vector[3]); |
} // if |
} // if |
} // GLUniformSet4f |
#pragma mark - |
#pragma mark Public - Utilities - Accessors - Float Vectors |
void GLUniformSet1fv(NSDictionary *pUniform) |
{ |
GLUniformSetFloatVectors(1, pUniform, glUniform4fv); |
} // GLUniformSet1fv |
void GLUniformSet2fv(NSDictionary *pUniform) |
{ |
GLUniformSetFloatVectors(2, pUniform, glUniform4fv); |
} // GLUniformSet2fv |
void GLUniformSet3fv(NSDictionary *pUniform) |
{ |
GLUniformSetFloatVectors(3, pUniform, glUniform4fv); |
} // GLUniformSet3fv |
void GLUniformSet4fv(NSDictionary *pUniform) |
{ |
GLUniformSetFloatVectors(4, pUniform, glUniform4fv); |
} // GLUniformSet4fv |
#pragma mark - |
#pragma mark Public - Utilities - Accessors - Float Matrices |
void GLUniformSet2x2fv(NSDictionary *pUniform) |
{ |
GLUniformSetMatrix(4, pUniform, glUniformMatrix2fv); |
} // GLUniformSet2x2fv |
void GLUniformSet3x3fv(NSDictionary *pUniform) |
{ |
GLUniformSetMatrix(9, pUniform, glUniformMatrix3fv); |
} // GLUniformSet3x3fv |
void GLUniformSet4x4fv(NSDictionary *pUniform) |
{ |
GLUniformSetMatrix(16, pUniform, glUniformMatrix4fv); |
} // GLUniformSet4x4fv |
Copyright © 2013 Apple Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2013-07-18