Class { #name : #OpenGLSLUniform, #superclass : #DiyaBaseObject, #instVars : [ 'uname', 'location' ], #pools : [ 'OpenGLConstants', 'OpenGLTypes' ], #category : #'Diya-OpenGL' } { #category : #'as yet unclassified' } OpenGLSLUniform class >> ffiLibraryName [ ^ OpenGL ffiLibraryName ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> fromName: uname [ ^self new uname: uname; yourself ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> fromName: uname at: location [ ^self new uname: uname; location: location; yourself ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform1f: location value: v0 [ ^self ffiCall: #(void glUniform1f(GLint location,GLfloat v0)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform1i: location value: v0 [ ^self ffiCall: #(void glUniform1i(GLint location,GLint v0)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform2f: location value: v0 value: v1 [ ^self ffiCall: #(void glUniform2f(GLint location,GLfloat v0,GLfloat v1)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform2i: location value: v0 value: v1 [ ^self ffiCall: #(void glUniform2i(GLint location,GLint v0,GLint v1)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform3f: location value: v0 value: v1 value: v2 [ ^self ffiCall: #(void glUniform3f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform3i: location value: v0 value: v1 value: v2 [ ^self ffiCall: #(void glUniform3i(GLint location,GLint v0,GLint v1,GLint v2)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform4f: location value: v0 value: v1 value: v2 value: v3 [ ^self ffiCall: #(void glUniform4f(GLint location,GLfloat v0,GLfloat v1,GLfloat v2, GLfloat v3)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniform4i: location value: v0 value: v1 value: v2 value: v3 [ ^self ffiCall: #(void glUniform4i(GLint location,GLint v0,GLint v1,GLint v2, GLint v3)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniformMatrix3fv: location count: count transpose: transpose value: value [ ^self ffiCall: #(void glUniformMatrix3fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)) ] { #category : #'as yet unclassified' } OpenGLSLUniform class >> uniformMatrix4fv: location count: count transpose: transpose value: value [ ^self ffiCall: #(void glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat *value)) ] { #category : #accessing } OpenGLSLUniform >> location [ ^ location ] { #category : #accessing } OpenGLSLUniform >> location: anObject [ location := anObject ] { #category : #accessing } OpenGLSLUniform >> setUniformValue: value [ ^ self subclassResponsibility ] { #category : #accessing } OpenGLSLUniform >> uname [ ^ uname ] { #category : #accessing } OpenGLSLUniform >> uname: anObject [ uname := anObject ] { #category : #accessing } OpenGLSLUniform >> value: values [ location = -1 ifTrue: [ ^self ]. self setUniformValue: values. ]