Details | Last modification | View Log | RSS feed
| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1051 | chris | 1 | package com.gebauz.bauzoid.graphics.shader; |
| 2 | |||
| 3 | import java.nio.FloatBuffer; |
||
| 4 | |||
| 5 | import com.badlogic.gdx.Gdx; |
||
| 6 | import com.badlogic.gdx.utils.BufferUtils; |
||
| 7 | import com.gebauz.bauzoid.math.Matrix4; |
||
| 8 | import com.gebauz.bauzoid.math.Vector2; |
||
| 9 | import com.gebauz.bauzoid.math.Vector3; |
||
| 10 | import com.gebauz.bauzoid.math.Vector4; |
||
| 11 | |||
| 12 | /** Encapsulates a shader uniform variable. */ |
||
| 13 | public class ShaderUniform |
||
| 14 | { |
||
| 15 | private ShaderProgram mShader; |
||
| 16 | private String mName; |
||
| 17 | //private int mHandle; |
||
| 18 | |||
| 19 | /** Cache so that it does not need to be recreated every time. */ |
||
| 20 | private FloatBuffer mMatrixCache = null; |
||
| 21 | |||
| 22 | /** Constructor. */ |
||
| 23 | public ShaderUniform(ShaderProgram shader, String name/*, int handle*/) |
||
| 24 | { |
||
| 25 | mShader = shader; |
||
| 26 | mName = name; |
||
| 27 | //mHandle = handle; |
||
| 28 | mMatrixCache = BufferUtils.newFloatBuffer(16); |
||
| 29 | } |
||
| 30 | |||
| 31 | /** Set a boolean value. */ |
||
| 32 | public final void set(boolean value) |
||
| 33 | { |
||
| 34 | int handle = mShader.getUniformHandle(mName); |
||
| 35 | |||
| 36 | Gdx.gl20.glUniform1i(handle, (value ? 1 : 0)); |
||
| 37 | } |
||
| 38 | |||
| 39 | /** Set an integer. */ |
||
| 40 | public final void set(int value) |
||
| 41 | { |
||
| 42 | int handle = mShader.getUniformHandle(mName); |
||
| 43 | |||
| 44 | Gdx.gl20.glUniform1i(handle, value); |
||
| 45 | } |
||
| 46 | |||
| 47 | /** Set a float value. */ |
||
| 48 | public final void set(float value) |
||
| 49 | { |
||
| 50 | int handle = mShader.getUniformHandle(mName); |
||
| 51 | |||
| 52 | Gdx.gl20.glUniform1f(handle, value); |
||
| 53 | } |
||
| 54 | |||
| 55 | /** Set a Vector2 value. */ |
||
| 56 | public final void set(Vector2 value) |
||
| 57 | { |
||
| 58 | int handle = mShader.getUniformHandle(mName); |
||
| 59 | |||
| 60 | Gdx.gl20.glUniform2f(handle, value.x, value.y); |
||
| 61 | } |
||
| 62 | |||
| 63 | /** Set a Vector3 value. */ |
||
| 64 | public final void set(Vector3 value) |
||
| 65 | { |
||
| 66 | int handle = mShader.getUniformHandle(mName); |
||
| 67 | |||
| 68 | Gdx.gl20.glUniform3f(handle, value.x, value.y, value.z); |
||
| 69 | } |
||
| 70 | |||
| 71 | /** Set a Vector4 value. */ |
||
| 72 | public final void set(Vector4 value) |
||
| 73 | { |
||
| 74 | int handle = mShader.getUniformHandle(mName); |
||
| 75 | |||
| 76 | Gdx.gl20.glUniform4f(handle, value.x, value.y, value.z, value.w); |
||
| 77 | } |
||
| 78 | |||
| 79 | /** Set a 4x4 Matrix. */ |
||
| 80 | public final void set(Matrix4 value) |
||
| 81 | { |
||
| 82 | int handle = mShader.getUniformHandle(mName); |
||
| 83 | |||
| 84 | float[] m = value.toGLMatrix(); |
||
| 85 | mMatrixCache.clear(); |
||
| 86 | BufferUtils.copy(m, mMatrixCache, m.length, 0); |
||
| 87 | Gdx.gl20.glUniformMatrix4fv(handle, 1, false, mMatrixCache); |
||
| 88 | |||
| 89 | /* float[] m = value.toGLMatrix(); |
||
| 90 | FloatBuffer fb = BufferUtils.newFloatBuffer(16); |
||
| 91 | BufferUtils.copy(m, fb, 16, 0); |
||
| 92 | Gdx.gl20.glUniformMatrix4fv(handle, 1, false, fb); |
||
| 93 | */ |
||
| 94 | } |
||
| 95 | } |
||
| 96 | |||
| 97 |