From 5cc09d9389243791f8f65f96a4d19a74337f2a73 Mon Sep 17 00:00:00 2001 From: dec05eba Date: Wed, 24 Jul 2024 20:20:57 +0200 Subject: add vec3 and vec4 and shader uniform functions for those --- src/gl.c | 3 ++- src/graphics/shader.c | 28 ++++++++++++++++++++++++++++ 2 files changed, 30 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/gl.c b/src/gl.c index 90880c4..adc7c89 100644 --- a/src/gl.c +++ b/src/gl.c @@ -46,7 +46,6 @@ int mgl_gl_load(mgl_gl *self) { { (void**)&self->glTexSubImage2D, "glTexSubImage2D" }, { (void**)&self->glBindTexture, "glBindTexture" }, { (void**)&self->glTexParameteri, "glTexParameteri" }, - { (void**)&self->glHint, "glHint" }, { (void**)&self->glBegin, "glBegin" }, { (void**)&self->glEnd, "glEnd" }, { (void**)&self->glVertex3f, "glVertex3f" }, @@ -86,6 +85,8 @@ int mgl_gl_load(mgl_gl *self) { { (void**)&self->glGetUniformLocation, "glGetUniformLocation" }, { (void**)&self->glUniform1f, "glUniform1f" }, { (void**)&self->glUniform2f, "glUniform2f" }, + { (void**)&self->glUniform3f, "glUniform3f" }, + { (void**)&self->glUniform4f, "glUniform4f" }, { (void**)&self->glGetError, "glGetError" }, { (void**)&self->glGetString, "glGetString" }, { (void**)&self->glGetIntegerv, "glGetIntegerv" }, diff --git a/src/graphics/shader.c b/src/graphics/shader.c index 83c8407..f7f5545 100644 --- a/src/graphics/shader.c +++ b/src/graphics/shader.c @@ -203,6 +203,34 @@ int mgl_shader_program_set_uniform_vec2f(mgl_shader_program *self, const char *u return 0; } +int mgl_shader_program_set_uniform_vec3f(mgl_shader_program *self, const char *uniform_name, mgl_vec3f value) { + mgl_context *context = mgl_get_context(); + int uniform_location = context->gl.glGetUniformLocation(self->id, uniform_name); + if(uniform_location == -1) { + fprintf(stderr, "mgl error: no uniform by the name %s was found in the shader\n", uniform_name); + return -1; + } + + context->gl.glUseProgram(self->id); + context->gl.glUniform3f(uniform_location, value.x, value.y, value.z); + context->gl.glUseProgram(0); + return 0; +} + +int mgl_shader_program_set_uniform_vec4f(mgl_shader_program *self, const char *uniform_name, mgl_vec4f value) { + mgl_context *context = mgl_get_context(); + int uniform_location = context->gl.glGetUniformLocation(self->id, uniform_name); + if(uniform_location == -1) { + fprintf(stderr, "mgl error: no uniform by the name %s was found in the shader\n", uniform_name); + return -1; + } + + context->gl.glUseProgram(self->id); + context->gl.glUniform4f(uniform_location, value.x, value.y, value.z, value.w); + context->gl.glUseProgram(0); + return 0; +} + /* TODO: Optimize glUseProgram */ void mgl_shader_program_use(mgl_shader_program *shader_program) { mgl_context *context = mgl_get_context(); -- cgit v1.2.3