Made Shader::Send* ignore invalid location

Former-commit-id: 22bd15678df54b3cd35fb3333046a7c43bd3ed9e
This commit is contained in:
Lynix
2014-04-20 14:32:13 +02:00
parent 1ba07cf69c
commit 9d35e40a23

View File

@@ -360,6 +360,9 @@ bool NzShader::LoadFromBinary(const NzByteArray& byteArray)
void NzShader::SendBoolean(int location, bool value) const
{
if (location == -1)
return;
if (glProgramUniform1i)
glProgramUniform1i(m_program, location, value);
else
@@ -371,6 +374,9 @@ void NzShader::SendBoolean(int location, bool value) const
void NzShader::SendColor(int location, const NzColor& color) const
{
if (location == -1)
return;
NzVector4f vecColor(color.r/255.f, color.g/255.f, color.b/255.f, color.a/255.f);
if (glProgramUniform4fv)
@@ -384,6 +390,9 @@ void NzShader::SendColor(int location, const NzColor& color) const
void NzShader::SendDouble(int location, double value) const
{
if (location == -1)
return;
if (glProgramUniform1d)
glProgramUniform1d(m_program, location, value);
else
@@ -395,6 +404,9 @@ void NzShader::SendDouble(int location, double value) const
void NzShader::SendDoubleArray(int location, const double* values, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform1dv)
glProgramUniform1dv(m_program, location, count, values);
else
@@ -406,6 +418,9 @@ void NzShader::SendDoubleArray(int location, const double* values, unsigned int
void NzShader::SendFloat(int location, float value) const
{
if (location == -1)
return;
if (glProgramUniform1f)
glProgramUniform1f(m_program, location, value);
else
@@ -417,6 +432,9 @@ void NzShader::SendFloat(int location, float value) const
void NzShader::SendFloatArray(int location, const float* values, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform1fv)
glProgramUniform1fv(m_program, location, count, values);
else
@@ -428,6 +446,9 @@ void NzShader::SendFloatArray(int location, const float* values, unsigned int co
void NzShader::SendInteger(int location, int value) const
{
if (location == -1)
return;
if (glProgramUniform1i)
glProgramUniform1i(m_program, location, value);
else
@@ -439,6 +460,9 @@ void NzShader::SendInteger(int location, int value) const
void NzShader::SendIntegerArray(int location, const int* values, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform1iv)
glProgramUniform1iv(m_program, location, count, values);
else
@@ -450,6 +474,9 @@ void NzShader::SendIntegerArray(int location, const int* values, unsigned int co
void NzShader::SendMatrix(int location, const NzMatrix4d& matrix) const
{
if (location == -1)
return;
if (glProgramUniformMatrix4dv)
glProgramUniformMatrix4dv(m_program, location, 1, GL_FALSE, matrix);
else
@@ -461,6 +488,9 @@ void NzShader::SendMatrix(int location, const NzMatrix4d& matrix) const
void NzShader::SendMatrix(int location, const NzMatrix4f& matrix) const
{
if (location == -1)
return;
if (glProgramUniformMatrix4fv)
glProgramUniformMatrix4fv(m_program, location, 1, GL_FALSE, matrix);
else
@@ -472,6 +502,9 @@ void NzShader::SendMatrix(int location, const NzMatrix4f& matrix) const
void NzShader::SendVector(int location, const NzVector2d& vector) const
{
if (location == -1)
return;
if (glProgramUniform2dv)
glProgramUniform2dv(m_program, location, 1, vector);
else
@@ -483,6 +516,9 @@ void NzShader::SendVector(int location, const NzVector2d& vector) const
void NzShader::SendVector(int location, const NzVector2f& vector) const
{
if (location == -1)
return;
if (glProgramUniform2fv)
glProgramUniform2fv(m_program, location, 1, vector);
else
@@ -494,6 +530,9 @@ void NzShader::SendVector(int location, const NzVector2f& vector) const
void NzShader::SendVector(int location, const NzVector2i& vector) const
{
if (location == -1)
return;
if (glProgramUniform2fv)
glProgramUniform2iv(m_program, location, 1, vector);
else
@@ -505,6 +544,9 @@ void NzShader::SendVector(int location, const NzVector2i& vector) const
void NzShader::SendVector(int location, const NzVector3d& vector) const
{
if (location == -1)
return;
if (glProgramUniform3dv)
glProgramUniform3dv(m_program, location, 1, vector);
else
@@ -516,6 +558,9 @@ void NzShader::SendVector(int location, const NzVector3d& vector) const
void NzShader::SendVector(int location, const NzVector3f& vector) const
{
if (location == -1)
return;
if (glProgramUniform3fv)
glProgramUniform3fv(m_program, location, 1, vector);
else
@@ -527,6 +572,9 @@ void NzShader::SendVector(int location, const NzVector3f& vector) const
void NzShader::SendVector(int location, const NzVector3i& vector) const
{
if (location == -1)
return;
if (glProgramUniform3iv)
glProgramUniform3iv(m_program, location, 1, vector);
else
@@ -538,6 +586,9 @@ void NzShader::SendVector(int location, const NzVector3i& vector) const
void NzShader::SendVector(int location, const NzVector4d& vector) const
{
if (location == -1)
return;
if (glProgramUniform4dv)
glProgramUniform4dv(m_program, location, 1, vector);
else
@@ -549,6 +600,9 @@ void NzShader::SendVector(int location, const NzVector4d& vector) const
void NzShader::SendVector(int location, const NzVector4f& vector) const
{
if (location == -1)
return;
if (glProgramUniform4fv)
glProgramUniform4fv(m_program, location, 1, vector);
else
@@ -560,6 +614,9 @@ void NzShader::SendVector(int location, const NzVector4f& vector) const
void NzShader::SendVector(int location, const NzVector4i& vector) const
{
if (location == -1)
return;
if (glProgramUniform4iv)
glProgramUniform4iv(m_program, location, 1, vector);
else
@@ -571,6 +628,9 @@ void NzShader::SendVector(int location, const NzVector4i& vector) const
void NzShader::SendVectorArray(int location, const NzVector2d* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform2dv)
glProgramUniform2dv(m_program, location, count, reinterpret_cast<const double*>(vectors));
else
@@ -582,6 +642,9 @@ void NzShader::SendVectorArray(int location, const NzVector2d* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector2f* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform2fv)
glProgramUniform2fv(m_program, location, count, reinterpret_cast<const float*>(vectors));
else
@@ -593,6 +656,9 @@ void NzShader::SendVectorArray(int location, const NzVector2f* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector2i* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform2iv)
glProgramUniform2iv(m_program, location, count, reinterpret_cast<const int*>(vectors));
else
@@ -604,6 +670,9 @@ void NzShader::SendVectorArray(int location, const NzVector2i* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector3d* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform3dv)
glProgramUniform3dv(m_program, location, count, reinterpret_cast<const double*>(vectors));
else
@@ -615,6 +684,9 @@ void NzShader::SendVectorArray(int location, const NzVector3d* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector3f* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform3fv)
glProgramUniform3fv(m_program, location, count, reinterpret_cast<const float*>(vectors));
else
@@ -626,6 +698,9 @@ void NzShader::SendVectorArray(int location, const NzVector3f* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector3i* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform3iv)
glProgramUniform3iv(m_program, location, count, reinterpret_cast<const int*>(vectors));
else
@@ -637,6 +712,9 @@ void NzShader::SendVectorArray(int location, const NzVector3i* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector4d* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform4dv)
glProgramUniform4dv(m_program, location, count, reinterpret_cast<const double*>(vectors));
else
@@ -648,6 +726,9 @@ void NzShader::SendVectorArray(int location, const NzVector4d* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector4f* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform4fv)
glProgramUniform4fv(m_program, location, count, reinterpret_cast<const float*>(vectors));
else
@@ -659,6 +740,9 @@ void NzShader::SendVectorArray(int location, const NzVector4f* vectors, unsigned
void NzShader::SendVectorArray(int location, const NzVector4i* vectors, unsigned int count) const
{
if (location == -1)
return;
if (glProgramUniform4iv)
glProgramUniform4iv(m_program, location, count, reinterpret_cast<const int*>(vectors));
else