// Copyright 2012 The go-gl Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package gl // #include "gl.h" import "C" import "unsafe" // UniformLocation //TODO type UniformLocation int func (location UniformLocation) Uniform1f(x float32) { C.glUniform1f(C.GLint(location), C.GLfloat(x)) } func (location UniformLocation) Uniform2f(x float32, y float32) { C.glUniform2f(C.GLint(location), C.GLfloat(x), C.GLfloat(y)) } func (location UniformLocation) Uniform3f(x float32, y float32, z float32) { C.glUniform3f(C.GLint(location), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z)) } func (location UniformLocation) Uniform1fv(count int, v []float32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform1fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) } func (location UniformLocation) Uniform1i(x int) { C.glUniform1i(C.GLint(location), C.GLint(x)) } func (location UniformLocation) Uniform1iv(count int, v []int32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform1iv(C.GLint(location), C.GLsizei(count), (*C.GLint)(&v[0])) } func (location UniformLocation) Uniform2fv(count int, v []float32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform2fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) } func (location UniformLocation) Uniform2i(x int, y int) { C.glUniform2i(C.GLint(location), C.GLint(x), C.GLint(y)) } func (location UniformLocation) Uniform2iv(count int, v []int32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform2iv(C.GLint(location), C.GLsizei(count), (*C.GLint)(&v[0])) } func (location UniformLocation) Uniform3fv(count int, v []float32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform3fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) } func (location UniformLocation) Uniform3i(x int, y int, z int) { C.glUniform3i(C.GLint(location), C.GLint(x), C.GLint(y), C.GLint(z)) } func (location UniformLocation) Uniform3iv(count int, v []int32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform3iv(C.GLint(location), C.GLsizei(count), (*C.GLint)(&v[0])) } func (location UniformLocation) Uniform4f(x float32, y float32, z float32, w float32) { C.glUniform4f(C.GLint(location), C.GLfloat(x), C.GLfloat(y), C.GLfloat(z), C.GLfloat(w)) } func (location UniformLocation) Uniform4fv(count int, v []float32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform4fv(C.GLint(location), C.GLsizei(count), (*C.GLfloat)(&v[0])) } func (location UniformLocation) Uniform4i(x int, y int, z int, w int) { C.glUniform4i(C.GLint(location), C.GLint(x), C.GLint(y), C.GLint(z), C.GLint(w)) } func (location UniformLocation) Uniform4iv(count int, v []int32) { if len(v) < 1 { panic("Invalid array length - must be at least 1") } C.glUniform4iv(C.GLint(location), C.GLsizei(count), (*C.GLint)(&v[0])) } func (location UniformLocation) UniformMatrix2fv(transpose bool, list ...[4]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix2fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix2f(transpose bool, matrix *[4]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix2fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix3fv(transpose bool, list ...[9]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix3fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix3f(transpose bool, matrix *[9]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix3fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix4fv(transpose bool, list ...[16]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix4fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix4f(transpose bool, matrix *[16]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix4fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix2x3fv(transpose bool, list ...[6]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix2x3fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix2x3f(transpose bool, matrix *[6]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix2x3fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix3x2fv(transpose bool, list ...[6]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix3x2fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix3x2f(transpose bool, matrix *[6]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix3x2fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix2x4fv(transpose bool, list ...[8]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix2x4fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix2x4f(transpose bool, matrix *[8]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix2x4fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix4x2fv(transpose bool, list ...[8]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix4x2fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix4x2f(transpose bool, matrix *[8]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix4x2fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix3x4fv(transpose bool, list ...[12]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix3x4fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix3x4f(transpose bool, matrix *[12]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix3x4fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) } func (location UniformLocation) UniformMatrix4x3fv(transpose bool, list ...[12]float32) { if len(list) < 1 { panic("Invalid array length - must be at least 1") } C.glUniformMatrix4x3fv(C.GLint(location), C.GLsizei(len(list)), glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&list[0])))) } func (location UniformLocation) UniformMatrix4x3f(transpose bool, matrix *[12]float32) { if matrix == nil { panic("Matrix is nil") } C.glUniformMatrix4x3fv(C.GLint(location), 1, glBool(transpose), ((*C.GLfloat)((unsafe.Pointer)(&matrix[0])))) }