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-rw-r--r--src/render/graphicshelpers/graphicscontext.cpp112
1 files changed, 107 insertions, 5 deletions
diff --git a/src/render/graphicshelpers/graphicscontext.cpp b/src/render/graphicshelpers/graphicscontext.cpp
index 021637c24..9731e7c5e 100644
--- a/src/render/graphicshelpers/graphicscontext.cpp
+++ b/src/render/graphicshelpers/graphicscontext.cpp
@@ -1084,12 +1084,12 @@ void GraphicsContext::setParameters(ShaderParameterPack &parameterPack)
for (int i = 0; i < parameterPack.textures().size(); ++i) {
const ShaderParameterPack::NamedTexture &namedTex = parameterPack.textures().at(i);
Texture *t = manager->lookupResource<Texture, TextureManager>(namedTex.texId);
- // TO DO : Rework the way textures are loaded
if (t != nullptr) {
int texUnit = activateTexture(TextureScopeMaterial, t);
if (uniformValues.contains(namedTex.glslNameId)) {
- QUniformValue &texUniform = uniformValues[namedTex.glslNameId];
- texUniform.setTextureUnit(texUnit);
+ UniformValue &texUniform = uniformValues[namedTex.glslNameId];
+ Q_ASSERT(texUniform.valueType() == UniformValue::TextureValue);
+ texUniform.data<UniformValue::Texture>()->textureId = texUnit;
}
}
}
@@ -1145,8 +1145,7 @@ void GraphicsContext::setParameters(ShaderParameterPack &parameterPack)
for (const ShaderUniform &uniform : activeUniforms) {
// We can use [] as we are sure the the uniform wouldn't
// be un activeUniforms if there wasn't a matching value
- const QUniformValue &value = values[uniform.m_nameId];
- value.apply(this, uniform);
+ applyUniform(uniform, values[uniform.m_nameId]);
}
}
@@ -1176,6 +1175,109 @@ void GraphicsContext::disableAttribute(const GraphicsContext::VAOVertexAttribute
prog->disableAttributeArray(attr.location);
}
+void GraphicsContext::applyUniform(const ShaderUniform &description, const UniformValue &v)
+{
+ const UniformType type = m_glHelper->uniformTypeFromGLType(description.m_type);
+
+ switch (type) {
+ case UniformType::Float:
+ applyUniformHelper<UniformType::Float>(description.m_location, v);
+ break;
+ case UniformType::Vec2:
+ applyUniformHelper<UniformType::Vec2>(description.m_location, v);
+ break;
+ case UniformType::Vec3:
+ applyUniformHelper<UniformType::Vec3>(description.m_location, v);
+ break;
+ case UniformType::Vec4:
+ applyUniformHelper<UniformType::Vec4>(description.m_location, v);
+ break;
+
+ case UniformType::Double:
+ applyUniformHelper<UniformType::Double>(description.m_location, v);
+ break;
+ case UniformType::DVec2:
+ applyUniformHelper<UniformType::DVec2>(description.m_location, v);
+ break;
+ case UniformType::DVec3:
+ applyUniformHelper<UniformType::DVec3>(description.m_location, v);
+ break;
+ case UniformType::DVec4:
+ applyUniformHelper<UniformType::DVec4>(description.m_location, v);
+ break;
+
+ case UniformType::Sampler:
+ case UniformType::Int:
+ applyUniformHelper<UniformType::Int>(description.m_location, v);
+ break;
+ case UniformType::IVec2:
+ applyUniformHelper<UniformType::IVec2>(description.m_location, v);
+ break;
+ case UniformType::IVec3:
+ applyUniformHelper<UniformType::IVec3>(description.m_location, v);
+ break;
+ case UniformType::IVec4:
+ applyUniformHelper<UniformType::IVec4>(description.m_location, v);
+ break;
+
+ case UniformType::UInt:
+ applyUniformHelper<UniformType::Int>(description.m_location, v);
+ break;
+ case UniformType::UIVec2:
+ applyUniformHelper<UniformType::IVec2>(description.m_location, v);
+ break;
+ case UniformType::UIVec3:
+ applyUniformHelper<UniformType::IVec3>(description.m_location, v);
+ break;
+ case UniformType::UIVec4:
+ applyUniformHelper<UniformType::IVec4>(description.m_location, v);
+ break;
+
+ case UniformType::Bool:
+ applyUniformHelper<UniformType::Bool>(description.m_location, v);
+ break;
+ case UniformType::BVec2:
+ applyUniformHelper<UniformType::BVec2>(description.m_location, v);
+ break;
+ case UniformType::BVec3:
+ applyUniformHelper<UniformType::BVec3>(description.m_location, v);
+ break;
+ case UniformType::BVec4:
+ applyUniformHelper<UniformType::BVec4>(description.m_location, v);
+ break;
+
+ case UniformType::Mat2:
+ applyUniformHelper<UniformType::Mat2>(description.m_location, v);
+ break;
+ case UniformType::Mat3:
+ applyUniformHelper<UniformType::Mat3>(description.m_location, v);
+ break;
+ case UniformType::Mat4:
+ applyUniformHelper<UniformType::Mat4>(description.m_location, v);
+ break;
+ case UniformType::Mat2x3:
+ applyUniformHelper<UniformType::Mat2x3>(description.m_location, v);
+ break;
+ case UniformType::Mat3x2:
+ applyUniformHelper<UniformType::Mat3x2>(description.m_location, v);
+ break;
+ case UniformType::Mat2x4:
+ applyUniformHelper<UniformType::Mat2x4>(description.m_location, v);
+ break;
+ case UniformType::Mat4x2:
+ applyUniformHelper<UniformType::Mat4x2>(description.m_location, v);
+ case UniformType::Mat3x4:
+ applyUniformHelper<UniformType::Mat3x4>(description.m_location, v);
+ break;
+ case UniformType::Mat4x3:
+ applyUniformHelper<UniformType::Mat4x3>(description.m_location, v);
+ break;
+
+ default:
+ break;
+ }
+}
+
// Note: needs to be called while VAO is bound
void GraphicsContext::specifyAttribute(const Attribute *attribute, Buffer *buffer, int location)
{