mirror of
https://github.com/lxsang/Diya-API.git
synced 2024-12-26 03:18:22 +01:00
add uniform support to shader
This commit is contained in:
parent
13804205f8
commit
e047a89801
@ -1,15 +1,13 @@
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Class {
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#name : #DiyaBoot,
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#superclass : #DiyaBaseObject,
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#superclass : #DiyaSingleton,
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#instVars : [
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'running',
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'window',
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'renderer',
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'context',
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'display'
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],
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#classVars : [
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'singleton'
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'display',
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'clock'
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],
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#pools : [
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'OpenGLConstants',
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@ -20,16 +18,6 @@ Class {
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#category : #'Diya-Runtime'
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}
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{ #category : #'instance creation' }
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DiyaBoot class >> new [
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self error: 'Use #uniqueInstance'
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]
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{ #category : #'instance creation' }
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DiyaBoot class >> reset [
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singleton := nil
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]
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{ #category : #'instance creation' }
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DiyaBoot class >> startUp: status [
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self startx.
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@ -40,12 +28,6 @@ DiyaBoot class >> startx [
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self uniqueInstance run
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]
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{ #category : #'instance creation' }
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DiyaBoot class >> uniqueInstance [
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singleton ifNil: [ singleton := super new ].
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^ singleton
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]
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{ #category : #events }
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DiyaBoot >> createGLContext [
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context := SDL2 glCreateContext: window.
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@ -91,6 +73,7 @@ DiyaBoot >> initialize [
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display := nil.
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window := nil.
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context := nil.
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clock := DiyaClock uniqueInstance.
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]
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{ #category : #events }
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@ -101,6 +84,7 @@ DiyaBoot >> processEvent: event [
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mappedEvt type = SDL_QUIT ifTrue:[ ^running:= false ].
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mappedEvt type = SDL_FINGERDOWN ifTrue:[^self setCursorPosition: mappedEvt ].
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mappedEvt type = SDL_FINGERMOTION ifTrue:[^self setCursorPosition: mappedEvt ].
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mappedEvt type = SDL_MOUSEMOTION ifTrue:[DiyaRendererContext uniqueInstance mouse: mappedEvt].
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]
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{ #category : #events }
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@ -167,6 +151,8 @@ DiyaBoot >> run: screenSize app: application [
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display h: screenSize y.
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self startx.
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self class reset.
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DiyaClock reset.
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DiyaRendererContext reset.
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Smalltalk garbageCollect.
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]
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@ -220,6 +206,7 @@ DiyaBoot >> startx [
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self createGLContext.
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self createRenderer.
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self showSystemInfo.
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DiyaRendererContext uniqueInstance display: display.
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sr := SimpleDiyaRenderer new.
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sr setup.
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self render:sr.
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18
Diya/DiyaClock.class.st
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18
Diya/DiyaClock.class.st
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@ -0,0 +1,18 @@
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Class {
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#name : #DiyaClock,
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#superclass : #DiyaSingleton,
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#instVars : [
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'monotonic'
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],
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#category : #'Diya-Runtime'
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}
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{ #category : #initialization }
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DiyaClock >> elapsedTime [
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^(DateAndTime now) - monotonic
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]
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{ #category : #initialization }
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DiyaClock >> initialize [
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monotonic := DateAndTime now.
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]
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@ -1,6 +1,9 @@
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Class {
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#name : #DiyaRenderer,
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#superclass : #DiyaBaseObject,
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#instVars : [
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'context'
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],
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#pools : [
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'OpenGLConstants',
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'OpenGLTypes'
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@ -8,11 +11,22 @@ Class {
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#category : #'Diya-Graphics'
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}
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{ #category : #'instance creation' }
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DiyaRenderer class >> fromContext: ctx [
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^self new context: ctx; yourself
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]
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{ #category : #deleting }
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DiyaRenderer >> destroy [
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^ self subclassResponsibility
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]
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{ #category : #initialization }
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DiyaRenderer >> initialize [
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super initialize.
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context := DiyaRendererContext uniqueInstance
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]
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{ #category : #deleting }
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DiyaRenderer >> render [
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^ self subclassResponsibility
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38
Diya/DiyaRendererContext.class.st
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38
Diya/DiyaRendererContext.class.st
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@ -0,0 +1,38 @@
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Class {
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#name : #DiyaRendererContext,
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#superclass : #DiyaSingleton,
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#instVars : [
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'mouse',
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'display'
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],
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#pools : [
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'OpenGLConstants',
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'OpenGLTypes'
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],
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#category : #'Diya-Graphics'
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}
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{ #category : #accessing }
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DiyaRendererContext >> display [
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^ display
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]
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{ #category : #accessing }
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DiyaRendererContext >> display: anObject [
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display := anObject
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]
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{ #category : #accessing }
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DiyaRendererContext >> mouse [
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^ mouse
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]
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{ #category : #accessing }
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DiyaRendererContext >> mouse: anObject [
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mouse := anObject
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]
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{ #category : #'as yet unclassified' }
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DiyaRendererContext >> resolution [
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^ (display w) @ (display h)
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]
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37
Diya/DiyaSingleton.class.st
Normal file
37
Diya/DiyaSingleton.class.st
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@ -0,0 +1,37 @@
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Class {
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#name : #DiyaSingleton,
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#superclass : #DiyaBaseObject,
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#classVars : [
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'singletons'
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],
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#category : #'Diya-Core'
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}
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{ #category : #'instance creation' }
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DiyaSingleton class >> cleanUpInstance: singleton [
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"do nothing for now"
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]
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{ #category : #'class initialization' }
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DiyaSingleton class >> initialize [
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singletons := Dictionary new.
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]
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{ #category : #'instance creation' }
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DiyaSingleton class >> new [
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self error: 'Use #uniqueInstance'
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]
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{ #category : #'instance creation' }
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DiyaSingleton class >> reset [
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|singleton|
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singleton := singletons at: self class ifAbsent: [ ^ self ].
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self cleanUpInstance: singleton.
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singletons removeKey: self class
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]
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{ #category : #'instance creation' }
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DiyaSingleton class >> uniqueInstance [
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singletons at: self class ifAbsentPut: super new.
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^ singletons at: self class
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]
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6
Diya/Duration.extension.st
Normal file
6
Diya/Duration.extension.st
Normal file
@ -0,0 +1,6 @@
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Extension { #name : #Duration }
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{ #category : #'*Diya' }
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Duration >> asFloat [
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^ seconds asFloat + (nanos / 1e9) asFloat
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]
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@ -7,9 +7,16 @@ Class {
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{ #category : #accessing }
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GLSimpleShader class >> fragmentShader [
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^ '
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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void main()
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{
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gl_FragColor = vec4(0.4,0.4,0.8,1.0);
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vec2 mouse = vec2(u_mouse)/vec2(u_resolution);
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gl_FragColor = vec4(mouse.x, mouse.y, abs(sin(u_time)), 1.0);
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}
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'
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]
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@ -1,11 +1,9 @@
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Class {
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#name : #OpenGLSL,
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#superclass : #DiyaBaseObject,
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#superclass : #DiyaSingleton,
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#instVars : [
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'programID'
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],
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#classVars : [
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'singleton'
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'programID',
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'uniforms'
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],
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#pools : [
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'OpenGLConstants',
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@ -19,6 +17,11 @@ OpenGLSL class >> attachShader: shader to: program [
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^self ffiCall: #(void glAttachShader(GLuint program,GLuint shader))
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> cleanUpInstance: singleton [
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singleton delete
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> compileShader: shader [
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^ self ffiCall: #(void glCompileShader( GLuint shader))
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@ -74,33 +77,24 @@ OpenGLSL class >> getShaderiv:shader parameterName: pname params: ptr [
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^ self ffiCall: #(void glGetShaderiv(GLuint shader,GLenum pname,GLint *ptr))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> getUniformLocation: uname ofProgram: program [
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^self ffiCall:#(GLint glGetUniformLocation( GLuint program,const GLchar *uname))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> linkProgram:program [
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^self ffiCall: #(void glLinkProgram(GLuint program))
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> new [
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self error: 'Use #uniqueInstance'
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> reset [
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singleton ifNotNil: [
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singleton delete.
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].
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singleton := nil
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]
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> setShaderSourceFor: shader count: n string: s length: l [
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^ self ffiCall: #(void glShaderSource( GLuint shader,GLsizei n,const void* s,const GLint *l))
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]
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{ #category : #'instance creation' }
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OpenGLSL class >> uniqueInstance [
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singleton ifNil: [ singleton := super new. singleton compile ].
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^ singleton
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{ #category : #'as yet unclassified' }
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OpenGLSL class >> systemUniforms [
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^#(u_time u_resolution u_mouse)
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]
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{ #category : #'as yet unclassified' }
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@ -113,6 +107,11 @@ OpenGLSL class >> vertextShader [
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^ self subclassResponsibility
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]
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{ #category : #initialization }
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OpenGLSL >> addUniform: uname of: utype [
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uniforms at:uname put: (utype fromName: uname).
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]
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{ #category : #compiling }
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OpenGLSL >> checkStatus:status of: id [
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|infoLength buffer result|
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@ -151,7 +150,8 @@ OpenGLSL >> compile [
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OpenGLSL detachShaderFrom: programID shader: vertexShaderID.
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OpenGLSL detachShaderFrom: programID shader: fragmentShaderID.
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OpenGLSL deleteShader: vertexShaderID.
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OpenGLSL deleteShader: fragmentShaderID
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OpenGLSL deleteShader: fragmentShaderID.
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self locateUniforms
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]
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{ #category : #compiling }
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@ -184,6 +184,44 @@ OpenGLSL >> getSourcePtr: string for: shaderId [
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OpenGLSL setShaderSourceFor: shaderId count: 1 string: xarray getHandle length: nil.
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]
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{ #category : #'submorphs-add/remove' }
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OpenGLSL >> getUniformLocation:uname [
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^ self class getUniformLocation: uname asString ofProgram: programID
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]
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{ #category : #initialization }
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OpenGLSL >> initialize [
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super initialize.
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uniforms := Dictionary new.
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self addUniform: #u_time of: Uniform1F.
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self addUniform: #u_resolution of: Uniform2F.
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self addUniform: #u_mouse of: Uniform2F.
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self setUpUniforms.
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self compile
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]
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{ #category : #compiling }
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OpenGLSL >> locateUniforms [
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|loc|
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uniforms valuesDo: [ :uniform|
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loc := self getUniformLocation: uniform uname.
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loc = -1 ifFalse:[uniform location: loc]
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]
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]
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{ #category : #initialization }
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OpenGLSL >> setUniform: uname value: values [
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|uniform|
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uniform := uniforms at: uname asSymbol ifAbsent:[
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^self error: 'Uniform', uname, 'is not defined in this program'].
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uniform value: values
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]
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{ #category : #initialization }
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OpenGLSL >> setUpUniforms [
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"do nothing, custom uniform can be set up by subclass"
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]
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{ #category : #'submorphs-add/remove' }
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OpenGLSL >> use [
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^OpenGLSL useProgram: programID
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108
Diya/OpenGLSLUniform.class.st
Normal file
108
Diya/OpenGLSLUniform.class.st
Normal file
@ -0,0 +1,108 @@
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Class {
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#name : #OpenGLSLUniform,
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#superclass : #DiyaBaseObject,
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#instVars : [
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'uname',
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'location',
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'value'
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],
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#pools : [
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'OpenGLConstants',
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'OpenGLTypes'
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],
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#category : #'Diya-OpenGL'
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}
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> ffiLibraryName [
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^ OpenGL ffiLibraryName
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> fromName: uname [
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^self new uname: uname; yourself
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> fromName: uname at: location [
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^self new uname: uname; location: location; yourself
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform1f: location value: v0 [
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^self ffiCall: #(void glUniform1f(GLint location,GLfloat v0))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform1i: location value: v0 [
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^self ffiCall: #(void glUniform1i(GLint location,GLint v0))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform2f: location value: v0 value: v1 [
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^self ffiCall: #(void glUniform2f(GLint location,GLfloat v0,GLfloat v1))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform2i: location value: v0 value: v1 [
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^self ffiCall: #(void glUniform2i(GLint location,GLint v0,GLint v1))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform3f: location value: v0 value: v1 value: v2 [
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^self ffiCall: #(void glUniform3f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform3i: location value: v0 value: v1 value: v2 [
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^self ffiCall: #(void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform4f: location value: v0 value: v1 value: v2 value: v3 [
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^self ffiCall: #(void glUniform4f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2, GLfloat v3))
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]
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{ #category : #'as yet unclassified' }
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OpenGLSLUniform class >> uniform4i: location value: v0 value: v1 value: v2 value: v3 [
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^self ffiCall: #(void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2, GLint v3))
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]
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{ #category : #accessing }
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OpenGLSLUniform >> location [
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^ location
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]
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{ #category : #accessing }
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OpenGLSLUniform >> location: anObject [
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location := anObject
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]
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{ #category : #accessing }
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OpenGLSLUniform >> setUniformValue [
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^ self subclassResponsibility
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]
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{ #category : #accessing }
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OpenGLSLUniform >> uname [
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^ uname
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]
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{ #category : #accessing }
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OpenGLSLUniform >> uname: anObject [
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uname := anObject
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]
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{ #category : #accessing }
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OpenGLSLUniform >> value [
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^ value
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]
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{ #category : #accessing }
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OpenGLSLUniform >> value: values [
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location = -1 ifTrue: [ ^self ].
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value := values.
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self setUniformValue.
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]
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@ -14,12 +14,12 @@ Class {
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SimpleDiyaRenderer >> destroy [
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vertexBuffer delete.
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arrayBuffer delete.
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shader delete.
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GLSimpleShader reset.
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]
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{ #category : #initialization }
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SimpleDiyaRenderer >> initialize [
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SimpleDiyaRenderer >> initialize [
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super initialize.
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vertexBuffer := OpenGLVertexBuffer new.
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arrayBuffer := OpenGLVertexArray new.
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bufferData := FFIExternalArray externalNewType: GLfloat size: 9.
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@ -33,6 +33,12 @@ SimpleDiyaRenderer >> render [
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OpenGL clearColorR: 1.0 G: 0 B: 1.0 A:0.
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OpenGL clear: GL_COLOR_BUFFER_BIT.
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shader use.
|
||||
shader setUniform: #u_time value: DiyaClock uniqueInstance elapsedTime asFloat.
|
||||
shader setUniform: #u_resolution value: { context resolution x. context resolution y }.
|
||||
context mouse ifNotNil: [
|
||||
shader setUniform: #u_mouse value: { context mouse x. context mouse y }.
|
||||
].
|
||||
|
||||
arrayBuffer enableAttribute: 0.
|
||||
vertexBuffer bind: GL_ARRAY_BUFFER.
|
||||
OpenGLVertexArray vertexAttributePointerIndex: 0 size:3 type: GL_FLOAT normalized: GL_FALSE stride: 0 pointer: nil .
|
||||
|
14
Diya/Uniform1F.class.st
Normal file
14
Diya/Uniform1F.class.st
Normal file
@ -0,0 +1,14 @@
|
||||
Class {
|
||||
#name : #Uniform1F,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform1F >> setUniformValue [
|
||||
OpenGLSLUniform uniform1f: location value: value
|
||||
]
|
14
Diya/Uniform1i.class.st
Normal file
14
Diya/Uniform1i.class.st
Normal file
@ -0,0 +1,14 @@
|
||||
Class {
|
||||
#name : #Uniform1i,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform1i >> setUniformValue [
|
||||
OpenGLSLUniform uniform1i: location value: value
|
||||
]
|
14
Diya/Uniform2F.class.st
Normal file
14
Diya/Uniform2F.class.st
Normal file
@ -0,0 +1,14 @@
|
||||
Class {
|
||||
#name : #Uniform2F,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform2F >> setUniformValue [
|
||||
OpenGLSLUniform uniform2f: location value: value first value: value last
|
||||
]
|
14
Diya/Uniform2i.class.st
Normal file
14
Diya/Uniform2i.class.st
Normal file
@ -0,0 +1,14 @@
|
||||
Class {
|
||||
#name : #Uniform2i,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform2i >> setUniformValue [
|
||||
OpenGLSLUniform uniform2i: location value: value first value: value last
|
||||
]
|
14
Diya/Uniform3F.class.st
Normal file
14
Diya/Uniform3F.class.st
Normal file
@ -0,0 +1,14 @@
|
||||
Class {
|
||||
#name : #Uniform3F,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform3F >> setUniformValue [
|
||||
OpenGLSLUniform uniform3f: location value: value first value: (value at:2) value: value last
|
||||
]
|
14
Diya/Uniform3i.class.st
Normal file
14
Diya/Uniform3i.class.st
Normal file
@ -0,0 +1,14 @@
|
||||
Class {
|
||||
#name : #Uniform3i,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform3i >> setUniformValue [
|
||||
OpenGLSLUniform uniform3i: location value: value first value: (value at:2) value: value last
|
||||
]
|
18
Diya/Uniform4F.class.st
Normal file
18
Diya/Uniform4F.class.st
Normal file
@ -0,0 +1,18 @@
|
||||
Class {
|
||||
#name : #Uniform4F,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform4F >> setUniformValue [
|
||||
OpenGLSLUniform uniform4f: location
|
||||
value: value first
|
||||
value: (value at:2)
|
||||
value: (value at:3)
|
||||
value: value last
|
||||
]
|
18
Diya/Uniform4i.class.st
Normal file
18
Diya/Uniform4i.class.st
Normal file
@ -0,0 +1,18 @@
|
||||
Class {
|
||||
#name : #Uniform4i,
|
||||
#superclass : #OpenGLSLUniform,
|
||||
#pools : [
|
||||
'OpenGLConstants',
|
||||
'OpenGLTypes'
|
||||
],
|
||||
#category : #'Diya-OpenGL'
|
||||
}
|
||||
|
||||
{ #category : #accessing }
|
||||
Uniform4i >> setUniformValue [
|
||||
OpenGLSLUniform uniform4i: location
|
||||
value: value first
|
||||
value: (value at:2)
|
||||
value: (value at:3)
|
||||
value: value last
|
||||
]
|
Loading…
Reference in New Issue
Block a user