Add renderer support for additional vec* uniforms.

This commit is contained in:
Paul Chote
2013-03-02 10:36:58 +13:00
parent 064938378f
commit 9566385aac
4 changed files with 52 additions and 0 deletions

View File

@@ -141,6 +141,16 @@ namespace OpenRA.Renderer.Glsl
textures[texUnit] = t;
}
public void SetVec(string name, float x)
{
Gl.glUseProgramObjectARB(program);
ErrorHandler.CheckGlError();
int param = Gl.glGetUniformLocationARB(program, name);
ErrorHandler.CheckGlError();
Gl.glUniform1fARB(param,x);
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float x, float y)
{
Gl.glUseProgramObjectARB(program);
@@ -151,6 +161,21 @@ namespace OpenRA.Renderer.Glsl
ErrorHandler.CheckGlError();
}
public void SetVec(string name, float[] vec, int length)
{
int param = Gl.glGetUniformLocationARB(program, name);
ErrorHandler.CheckGlError();
switch(length)
{
case 1: Gl.glUniform1fv(param, 1, vec); break;
case 2: Gl.glUniform2fv(param, 1, vec); break;
case 3: Gl.glUniform3fv(param, 1, vec); break;
case 4: Gl.glUniform4fv(param, 1, vec); break;
default: throw new InvalidDataException("Invalid vector length");
}
ErrorHandler.CheckGlError();
}
public void SetMatrix(string name, float[] mtx)
{
if (mtx.Length != 16)