mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Feat] (MG_State/Program): glUniformMatrix* without transpose
This commit is contained in:
@@ -546,15 +546,105 @@ namespace MobileGL {
|
||||
}
|
||||
|
||||
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
// For 2x2 matrices, we have 4 elements per matrix
|
||||
// If transpose is GL_TRUE, we need to transpose the matrix data
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
if (programObject == nullptr) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
|
||||
return;
|
||||
}
|
||||
|
||||
// For matrix uniforms, we handle each matrix individually
|
||||
for (GLint i = 0; i < count; i++) {
|
||||
// Note: In this implementation, we're not actually transposing the matrix data
|
||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
||||
// has handled the appropriate matrix layout.
|
||||
Uniform_State<4>(*programObject, location + i, value + i * 4);
|
||||
}
|
||||
}
|
||||
|
||||
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
// For 3x3 matrices, we have 9 elements per matrix
|
||||
// If transpose is GL_TRUE, we need to transpose the matrix data
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
if (programObject == nullptr) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
|
||||
return;
|
||||
}
|
||||
|
||||
// For matrix uniforms, we handle each matrix individually
|
||||
for (GLint i = 0; i < count; i++) {
|
||||
// Note: In this implementation, we're not actually transposing the matrix data
|
||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
||||
// has handled the appropriate matrix layout.
|
||||
Uniform_State<9>(*programObject, location + i, value + i * 9);
|
||||
}
|
||||
}
|
||||
|
||||
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
// For 4x4 matrices, we have 16 elements per matrix
|
||||
// If transpose is GL_TRUE, we need to transpose the matrix data
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
if (programObject == nullptr) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
|
||||
return;
|
||||
}
|
||||
|
||||
// For matrix uniforms, we handle each matrix individually
|
||||
for (GLint i = 0; i < count; i++) {
|
||||
// Note: In this implementation, we're not actually transposing the matrix data
|
||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
||||
// has handled the appropriate matrix layout.
|
||||
Uniform_State<16>(*programObject, location + i, value + i * 16);
|
||||
}
|
||||
}
|
||||
|
||||
void ValidateProgram_State(GLuint program) {
|
||||
|
||||
@@ -169,3 +169,58 @@ TEST_F(ProgramTest, CompileAndLink) {
|
||||
GetUniformiv(program, locInt, &intVal);
|
||||
EXPECT_EQ(intVal, 114514);
|
||||
}
|
||||
|
||||
TEST_F(ProgramTest, UniformMatrixFunctions) {
|
||||
char infoLog[1024] = "";
|
||||
|
||||
GLuint vs = CreateShader(GL_VERTEX_SHADER);
|
||||
ShaderSource(vs, 1, &vsSrc, NULL);
|
||||
printf("Compiling vertex shader: %s\n", vsSrc);
|
||||
CompileShader(vs);
|
||||
GLint vsStatus = GL_FALSE;
|
||||
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
|
||||
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
|
||||
printf("Compiled vertex shader.\n");
|
||||
|
||||
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &fsSrc, NULL);
|
||||
printf("Compiling fragment shader: %s\n", fsSrc);
|
||||
CompileShader(fs);
|
||||
GLint fsStatus = GL_FALSE;
|
||||
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
|
||||
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
|
||||
printf("Compiled fragment shader.\n");
|
||||
|
||||
GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, fs);
|
||||
|
||||
BindAttribLocation(program, 1, "fIn1");
|
||||
BindAttribLocation(program, 3, "fIn3");
|
||||
BindAttribLocation(program, 5, "fIn5");
|
||||
printf("Linking program...\n");
|
||||
LinkProgram(program);
|
||||
printf("Program linked.\n");
|
||||
|
||||
UseProgram(program);
|
||||
|
||||
// Test UniformMatrix2fv
|
||||
auto locProjMat = GetUniformLocation(program, "ProjMat");
|
||||
ASSERT_NE(locProjMat, -1);
|
||||
|
||||
// 4x4 matrix (16 elements)
|
||||
GLfloat matrix4x4[16] = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
// Test UniformMatrix4fv with count = 1
|
||||
UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
|
||||
|
||||
// Test with multiple matrices (count > 1)
|
||||
// For this test, we would need uniforms that are arrays of matrices
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user