// // ProgramObject.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 5/7/13. // Copyright 2013 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include "ProgramObject.h" ProgramObject::ProgramObject(QObject* parent) : QGLShaderProgram(parent) { } void ProgramObject::setUniform(int location, const glm::vec2& value) { setUniformValue(location, value.x, value.y); } void ProgramObject::setUniform(const char* name, const glm::vec2& value) { setUniformValue(name, value.x, value.y); } void ProgramObject::setUniform(int location, const glm::vec3& value) { setUniformValue(location, value.x, value.y, value.z); } void ProgramObject::setUniform(const char* name, const glm::vec3& value) { setUniformValue(name, value.x, value.y, value.z); } void ProgramObject::setUniform(int location, const glm::vec4& value) { setUniformValue(location, value.x, value.y, value.z, value.w); } void ProgramObject::setUniform(const char* name, const glm::vec4& value) { setUniformValue(name, value.x, value.y, value.z, value.w); } void ProgramObject::setUniformArray(const char* name, const glm::vec3* values, int count) { GLfloat* floatVal = new GLfloat[count*3]; int index = 0; for (int i = 0; i < count; i++) { assert(index < count*3); const float* valPtr = glm::value_ptr(values[i]); floatVal[index++] = valPtr[0]; floatVal[index++] = valPtr[1]; floatVal[index++] = valPtr[2]; } setUniformValueArray(name, floatVal, count, 3); delete[] floatVal; }