()
| 743 | |
| 744 | |
| 745 | protected void consumeUniforms() { |
| 746 | if (uniformValues != null && 0 < uniformValues.size()) { |
| 747 | int unit = 0; |
| 748 | for (String name: uniformValues.keySet()) { |
| 749 | int loc = getUniformLoc(name); |
| 750 | if (loc == -1) { |
| 751 | PGraphics.showWarning("The shader doesn't have a uniform called \"" + |
| 752 | name + "\" OR the uniform was removed during " + |
| 753 | "compilation because it was unused."); |
| 754 | continue; |
| 755 | } |
| 756 | UniformValue val = uniformValues.get(name); |
| 757 | if (val.type == UniformValue.INT1) { |
| 758 | int[] v = ((int[])val.value); |
| 759 | pgl.uniform1i(loc, v[0]); |
| 760 | } else if (val.type == UniformValue.INT2) { |
| 761 | int[] v = ((int[])val.value); |
| 762 | pgl.uniform2i(loc, v[0], v[1]); |
| 763 | } else if (val.type == UniformValue.INT3) { |
| 764 | int[] v = ((int[])val.value); |
| 765 | pgl.uniform3i(loc, v[0], v[1], v[2]); |
| 766 | } else if (val.type == UniformValue.INT4) { |
| 767 | int[] v = ((int[])val.value); |
| 768 | pgl.uniform4i(loc, v[0], v[1], v[2], v[3]); |
| 769 | } else if (val.type == UniformValue.FLOAT1) { |
| 770 | float[] v = ((float[])val.value); |
| 771 | pgl.uniform1f(loc, v[0]); |
| 772 | } else if (val.type == UniformValue.FLOAT2) { |
| 773 | float[] v = ((float[])val.value); |
| 774 | pgl.uniform2f(loc, v[0], v[1]); |
| 775 | } else if (val.type == UniformValue.FLOAT3) { |
| 776 | float[] v = ((float[])val.value); |
| 777 | pgl.uniform3f(loc, v[0], v[1], v[2]); |
| 778 | } else if (val.type == UniformValue.FLOAT4) { |
| 779 | float[] v = ((float[])val.value); |
| 780 | pgl.uniform4f(loc, v[0], v[1], v[2], v[3]); |
| 781 | } else if (val.type == UniformValue.INT1VEC) { |
| 782 | int[] v = ((int[])val.value); |
| 783 | updateIntBuffer(v); |
| 784 | pgl.uniform1iv(loc, v.length, intBuffer); |
| 785 | } else if (val.type == UniformValue.INT2VEC) { |
| 786 | int[] v = ((int[])val.value); |
| 787 | updateIntBuffer(v); |
| 788 | pgl.uniform2iv(loc, v.length / 2, intBuffer); |
| 789 | } else if (val.type == UniformValue.INT3VEC) { |
| 790 | int[] v = ((int[])val.value); |
| 791 | updateIntBuffer(v); |
| 792 | pgl.uniform3iv(loc, v.length / 3, intBuffer); |
| 793 | } else if (val.type == UniformValue.INT4VEC) { |
| 794 | int[] v = ((int[])val.value); |
| 795 | updateIntBuffer(v); |
| 796 | pgl.uniform4iv(loc, v.length / 4, intBuffer); |
| 797 | } else if (val.type == UniformValue.FLOAT1VEC) { |
| 798 | float[] v = ((float[])val.value); |
| 799 | updateFloatBuffer(v); |
| 800 | pgl.uniform1fv(loc, v.length, floatBuffer); |
| 801 | } else if (val.type == UniformValue.FLOAT2VEC) { |
| 802 | float[] v = ((float[])val.value); |
no test coverage detected