fix Shader.SetUniform* methods
This commit is contained in:
parent
51f94b29b0
commit
6962ba1bda
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@ -51,19 +51,19 @@ const (
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func (at AttrType) Size() int {
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sizeOf := map[AttrType]int{
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Int: 4,
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Float: 8,
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Vec2: 2 * 8,
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Vec3: 3 * 8,
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Vec4: 4 * 8,
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Mat2: 2 * 2 * 8,
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Mat23: 2 * 3 * 8,
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Mat24: 2 * 4 * 8,
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Mat3: 3 * 3 * 8,
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Mat32: 3 * 2 * 8,
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Mat34: 3 * 4 * 8,
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Mat4: 4 * 4 * 8,
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Mat42: 4 * 2 * 8,
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Mat43: 4 * 3 * 8,
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Float: 4,
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Vec2: 2 * 4,
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Vec3: 3 * 4,
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Vec4: 4 * 4,
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Mat2: 2 * 2 * 4,
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Mat23: 2 * 3 * 4,
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Mat24: 2 * 4 * 4,
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Mat3: 3 * 3 * 4,
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Mat32: 3 * 2 * 4,
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Mat34: 3 * 4 * 4,
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Mat4: 4 * 4 * 4,
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Mat42: 4 * 2 * 4,
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Mat43: 4 * 3 * 4,
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}
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return sizeOf[at]
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}
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@ -4,7 +4,7 @@ import (
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"fmt"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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)
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@ -141,8 +141,10 @@ func (s *Shader) SetUniformInt(purpose AttrPurpose, value int32) (ok bool) {
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform1i(s.uniforms[attr], value)
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform1i(s.uniforms[attr], value)
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})
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})
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return true
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}
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@ -150,13 +152,15 @@ func (s *Shader) SetUniformInt(purpose AttrPurpose, value int32) (ok bool) {
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// SetUniformFloat sets the value of an uniform attribute Attr{Purpose: purpose, Type: Float}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformFloat(purpose AttrPurpose, value float64) (ok bool) {
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func (s *Shader) SetUniformFloat(purpose AttrPurpose, value float32) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Float}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform1d(s.uniforms[attr], value)
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform1f(s.uniforms[attr], value)
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})
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})
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return true
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}
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@ -164,13 +168,15 @@ func (s *Shader) SetUniformFloat(purpose AttrPurpose, value float64) (ok bool) {
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// SetUniformVec2 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec2}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec2(purpose AttrPurpose, value mgl64.Vec2) (ok bool) {
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func (s *Shader) SetUniformVec2(purpose AttrPurpose, value mgl32.Vec2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec2}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform2d(s.uniforms[attr], value[0], value[1])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform2f(s.uniforms[attr], value[0], value[1])
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})
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})
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return true
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}
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@ -178,13 +184,15 @@ func (s *Shader) SetUniformVec2(purpose AttrPurpose, value mgl64.Vec2) (ok bool)
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// SetUniformVec3 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec3}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec3(purpose AttrPurpose, value mgl64.Vec3) (ok bool) {
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func (s *Shader) SetUniformVec3(purpose AttrPurpose, value mgl32.Vec3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec3}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform3d(s.uniforms[attr], value[0], value[1], value[2])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform3f(s.uniforms[attr], value[0], value[1], value[2])
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})
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})
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return true
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}
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@ -192,13 +200,15 @@ func (s *Shader) SetUniformVec3(purpose AttrPurpose, value mgl64.Vec3) (ok bool)
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// SetUniformVec4 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Vec4}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformVec4(purpose AttrPurpose, value mgl64.Vec4) (ok bool) {
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func (s *Shader) SetUniformVec4(purpose AttrPurpose, value mgl32.Vec4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Vec4}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.Uniform4d(s.uniforms[attr], value[0], value[1], value[2], value[3])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.Uniform4f(s.uniforms[attr], value[0], value[1], value[2], value[3])
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})
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})
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return true
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}
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@ -206,13 +216,15 @@ func (s *Shader) SetUniformVec4(purpose AttrPurpose, value mgl64.Vec4) (ok bool)
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// SetUniformMat2 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat2}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat2(purpose AttrPurpose, value mgl64.Mat2) (ok bool) {
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func (s *Shader) SetUniformMat2(purpose AttrPurpose, value mgl32.Mat2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat2}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix2dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix2fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -220,13 +232,15 @@ func (s *Shader) SetUniformMat2(purpose AttrPurpose, value mgl64.Mat2) (ok bool)
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// SetUniformMat23 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat23}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat23(purpose AttrPurpose, value mgl64.Mat2x3) (ok bool) {
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func (s *Shader) SetUniformMat23(purpose AttrPurpose, value mgl32.Mat2x3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat23}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix2x3dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix2x3fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -234,13 +248,15 @@ func (s *Shader) SetUniformMat23(purpose AttrPurpose, value mgl64.Mat2x3) (ok bo
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// SetUniformMat24 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat24}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat24(purpose AttrPurpose, value mgl64.Mat2x4) (ok bool) {
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func (s *Shader) SetUniformMat24(purpose AttrPurpose, value mgl32.Mat2x4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat24}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix2x4dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix2x4fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -248,13 +264,15 @@ func (s *Shader) SetUniformMat24(purpose AttrPurpose, value mgl64.Mat2x4) (ok bo
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// SetUniformMat3 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat3}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat3(purpose AttrPurpose, value mgl64.Mat3) (ok bool) {
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func (s *Shader) SetUniformMat3(purpose AttrPurpose, value mgl32.Mat3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat3}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix3dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix3fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -262,13 +280,15 @@ func (s *Shader) SetUniformMat3(purpose AttrPurpose, value mgl64.Mat3) (ok bool)
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// SetUniformMat32 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat32}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat32(purpose AttrPurpose, value mgl64.Mat3x2) (ok bool) {
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func (s *Shader) SetUniformMat32(purpose AttrPurpose, value mgl32.Mat3x2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat32}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix3x2dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix3x2fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -276,13 +296,15 @@ func (s *Shader) SetUniformMat32(purpose AttrPurpose, value mgl64.Mat3x2) (ok bo
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// SetUniformMat34 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat34}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat34(purpose AttrPurpose, value mgl64.Mat3x4) (ok bool) {
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func (s *Shader) SetUniformMat34(purpose AttrPurpose, value mgl32.Mat3x4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat34}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix3x4dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix3x4fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -290,13 +312,15 @@ func (s *Shader) SetUniformMat34(purpose AttrPurpose, value mgl64.Mat3x4) (ok bo
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// SetUniformMat4 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat4}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat4(purpose AttrPurpose, value mgl64.Mat4) (ok bool) {
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func (s *Shader) SetUniformMat4(purpose AttrPurpose, value mgl32.Mat4) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat4}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix4dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix4fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -304,13 +328,15 @@ func (s *Shader) SetUniformMat4(purpose AttrPurpose, value mgl64.Mat4) (ok bool)
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// SetUniformMat42 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat42}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat42(purpose AttrPurpose, value mgl64.Mat4x2) (ok bool) {
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func (s *Shader) SetUniformMat42(purpose AttrPurpose, value mgl32.Mat4x2) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat42}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix4x2dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix4x2fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -318,13 +344,15 @@ func (s *Shader) SetUniformMat42(purpose AttrPurpose, value mgl64.Mat4x2) (ok bo
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// SetUniformMat43 sets the value of an uniform attribute Attr{Purpose: purpose, Type: Mat43}.
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//
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// Returns false if the attribute does not exist.
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func (s *Shader) SetUniformMat43(purpose AttrPurpose, value mgl64.Mat4x3) (ok bool) {
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func (s *Shader) SetUniformMat43(purpose AttrPurpose, value mgl32.Mat4x3) (ok bool) {
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attr := Attr{Purpose: purpose, Type: Mat43}
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if _, ok := s.uniforms[attr]; !ok {
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return false
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}
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DoNoBlock(func() {
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gl.UniformMatrix4x3dv(s.uniforms[attr], 1, false, &value[0])
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s.Do(func(Context) {
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DoNoBlock(func() {
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gl.UniformMatrix4x3fv(s.uniforms[attr], 1, false, &value[0])
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})
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})
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return true
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}
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@ -4,7 +4,7 @@ import (
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"unsafe"
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"github.com/go-gl/gl/v3.3-core/gl"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/pkg/errors"
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)
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@ -137,7 +137,7 @@ func NewVertexArray(parent Doer, format VertexFormat, mode VertexDrawMode, usage
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case Int:
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xtype = gl.INT
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case Float, Vec2, Vec3, Vec4:
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xtype = gl.DOUBLE
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xtype = gl.FLOAT
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}
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gl.VertexAttribPointer(
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@ -262,7 +262,7 @@ func (va *VertexArray) SetVertexAttributeInt(vertex int, purpose AttrPurpose, va
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//
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// This function returns false if the specified vertex attribute does not exist. Note that the function panics if
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// the vertex if out of range.
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func (va *VertexArray) SetVertexAttributeFloat(vertex int, purpose AttrPurpose, value float64) (ok bool) {
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func (va *VertexArray) SetVertexAttributeFloat(vertex int, purpose AttrPurpose, value float32) (ok bool) {
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va.checkVertex(vertex)
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attr := Attr{Purpose: purpose, Type: Float}
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if _, ok := va.attrs[attr]; !ok {
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@ -288,7 +288,7 @@ func (va *VertexArray) SetVertexAttributeFloat(vertex int, purpose AttrPurpose,
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//
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// This function returns false if the specified vertex attribute does not exist. Note that the function panics if
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// the vertex if out of range.
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func (va *VertexArray) SetVertexAttributeVec2(vertex int, purpose AttrPurpose, value mgl64.Vec2) (ok bool) {
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func (va *VertexArray) SetVertexAttributeVec2(vertex int, purpose AttrPurpose, value mgl32.Vec2) (ok bool) {
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va.checkVertex(vertex)
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attr := Attr{Purpose: purpose, Type: Vec2}
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if _, ok := va.attrs[attr]; !ok {
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@ -314,7 +314,7 @@ func (va *VertexArray) SetVertexAttributeVec2(vertex int, purpose AttrPurpose, v
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//
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// This function returns false if the specified vertex attribute does not exist. Note that the function panics if
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// the vertex if out of range.
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func (va *VertexArray) SetVertexAttributeVec3(vertex int, purpose AttrPurpose, value mgl64.Vec3) (ok bool) {
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func (va *VertexArray) SetVertexAttributeVec3(vertex int, purpose AttrPurpose, value mgl32.Vec3) (ok bool) {
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va.checkVertex(vertex)
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attr := Attr{Purpose: purpose, Type: Vec3}
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if _, ok := va.attrs[attr]; !ok {
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@ -340,7 +340,7 @@ func (va *VertexArray) SetVertexAttributeVec3(vertex int, purpose AttrPurpose, v
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//
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// This function returns false if the specified vertex attribute does not exist. Note that the function panics if
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// the vertex if out of range.
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func (va *VertexArray) SetVertexAttributeVec4(vertex int, purpose AttrPurpose, value mgl64.Vec4) (ok bool) {
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func (va *VertexArray) SetVertexAttributeVec4(vertex int, purpose AttrPurpose, value mgl32.Vec4) (ok bool) {
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va.checkVertex(vertex)
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attr := Attr{Purpose: purpose, Type: Vec4}
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if _, ok := va.attrs[attr]; !ok {
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