Example/Uniform Location Query New: Difference between revisions
< Example
Example code for uniform location use, new-style. With DSA. |
No edit summary |
||
Line 7: | Line 7: | ||
uniform mat4 someMatrix; | uniform mat4 someMatrix; | ||
... | ... | ||
//Code must use these uniforms to be active. | // Code must use these uniforms to be active. | ||
</source> | </source> | ||
C++ code: | C++ code: | ||
<source lang=cpp> | <source lang=cpp> | ||
GLuint program = //Compile and link program. | GLuint program = // Compile and link program. | ||
GLint someVectorLoc = glGetProgramResourceLocation(program, GL_UNIFORM, "someVector"); | GLint someVectorLoc = glGetProgramResourceLocation(program, GL_UNIFORM, "someVector"); | ||
assert(someVectorLoc != -1); //If fails, then the uniform is inactive. | assert(someVectorLoc != -1); // If fails, then the uniform is inactive. | ||
GLint someMatrixLoc = glGetProgramResourceLocation(program, GL_UNIFORM, "someMatrix"); | GLint someMatrixLoc = glGetProgramResourceLocation(program, GL_UNIFORM, "someMatrix"); | ||
assert(someMatrixLoc != -1); //If fails, then the uniform is inactive. | assert(someMatrixLoc != -1); // If fails, then the uniform is inactive. | ||
... | ... | ||
glProgramUniform3f(program, someVectorLoc, 3.0f, 3.0f, 4.0f); | glProgramUniform3f(program, someVectorLoc, 3.0f, 3.0f, 4.0f); | ||
GLfloat matrix[16]; | GLfloat matrix[16]; | ||
//Fill `matrix` with data. Non-transposed matrix data. | // Fill `matrix` with data. Non-transposed matrix data. | ||
glProgramUniformMatrix4fv(program, someMatrixLoc, 1, GL_FALSE, matrix); | glProgramUniformMatrix4fv(program, someMatrixLoc, 1, GL_FALSE, matrix); | ||
</source> | </source> | ||
<noinclude>[[Category:Example Code]]</noinclude> | <noinclude>[[Category:Example Code]]</noinclude> |
Latest revision as of 11:15, 3 January 2018
Querying and using uniform locations, under the new introspection API.
Vertex shader code:
...
uniform vec3 someVector;
uniform mat4 someMatrix;
...
// Code must use these uniforms to be active.
C++ code:
GLuint program = // Compile and link program.
GLint someVectorLoc = glGetProgramResourceLocation(program, GL_UNIFORM, "someVector");
assert(someVectorLoc != -1); // If fails, then the uniform is inactive.
GLint someMatrixLoc = glGetProgramResourceLocation(program, GL_UNIFORM, "someMatrix");
assert(someMatrixLoc != -1); // If fails, then the uniform is inactive.
...
glProgramUniform3f(program, someVectorLoc, 3.0f, 3.0f, 4.0f);
GLfloat matrix[16];
// Fill `matrix` with data. Non-transposed matrix data.
glProgramUniformMatrix4fv(program, someMatrixLoc, 1, GL_FALSE, matrix);