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+#ifndef GLSHADER_GLM_HPP_ |
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+#define GLSHADER_GLM_HPP_ |
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+ |
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+ |
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+#include <GL/glew.h> |
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+ |
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+#include <glm/glm.hpp> |
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+#include <glm/gtc/type_ptr.hpp> |
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+ |
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+#include <glshader.hpp> |
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+ |
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+ |
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+#define GLSHADER_UNIFORM_GLM_N_(N, GLM_TYPE, SUFFIX) \ |
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+ GLSHADER_UNIFORM( \ |
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+ glm::GLM_TYPE##N, \ |
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+ glUniform##N##SUFFIX##v( \ |
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+ location, 1, glm::value_ptr(value) \ |
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+ ); \ |
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+ ) |
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+ |
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+#define GLSHADER_UNIFORM_GLM_N_BOOL_(N) \ |
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+ GLSHADER_UNIFORM( \ |
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+ glm::bvec##N, \ |
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+ GLint int_value[N]; \ |
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+ for (auto i = 0; i < N; ++i) \ |
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+ int_value[i] = value[i]; \ |
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+ glUniform##N##iv( \ |
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+ location, 1, &int_value[0] \ |
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+ ); \ |
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+ ) |
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+ |
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+#define GLSHADER_UNIFORM_GLM_MATRIX_N_(N) \ |
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+ GLSHADER_UNIFORM( \ |
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+ glm::mat##N, \ |
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+ glUniformMatrix##N##fv( \ |
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+ location, 1, GL_FALSE, glm::value_ptr(value) \ |
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+ ); \ |
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+ ) |
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+ |
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+#define GLSHADER_UNIFORM_GLM_MATRIX_N_M_(N, M) \ |
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+ GLSHADER_UNIFORM( \ |
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+ glm::mat##N##x##M, \ |
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+ glUniformMatrix##N##x##M##fv( \ |
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+ location, 1, GL_FALSE, glm::value_ptr(value) \ |
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+ ); \ |
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+ ) |
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+ |
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+GLSHADER_UNIFORM_GLM_N_BOOL_(2) |
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+GLSHADER_UNIFORM_GLM_N_BOOL_(3) |
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+GLSHADER_UNIFORM_GLM_N_BOOL_(4) |
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+GLSHADER_UNIFORM_GLM_N_(2, ivec, i) |
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+GLSHADER_UNIFORM_GLM_N_(3, ivec, i) |
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+GLSHADER_UNIFORM_GLM_N_(4, ivec, i) |
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+GLSHADER_UNIFORM_GLM_N_(2, uvec, ui) |
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+GLSHADER_UNIFORM_GLM_N_(3, uvec, ui) |
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+GLSHADER_UNIFORM_GLM_N_(4, uvec, ui) |
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+GLSHADER_UNIFORM_GLM_N_(2, vec, f) |
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+GLSHADER_UNIFORM_GLM_N_(3, vec, f) |
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+GLSHADER_UNIFORM_GLM_N_(4, vec, f) |
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+ |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_(2) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_(3) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_(4) |
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+ |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_M_(2, 3) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_M_(2, 4) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_M_(3, 2) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_M_(3, 4) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_M_(4, 2) |
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+GLSHADER_UNIFORM_GLM_MATRIX_N_M_(4, 3) |
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+ |
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+ |
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+#endif // GLSHADER_GLM_HPP_ |