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Organic Maps sources as of 02.04.2025 (fad26bbf22ac3da75e01e62aa01e5c8e11861005)
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110
drape/uniform_value.cpp
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110
drape/uniform_value.cpp
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#include "drape/uniform_value.hpp"
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#include "drape/gl_functions.hpp"
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namespace dp
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{
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namespace
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{
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void ApplyInt(int8_t location, int32_t const * pointer, size_t componentCount)
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{
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switch (componentCount)
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{
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case 1:
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GLFunctions::glUniformValuei(location, pointer[0]);
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break;
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case 2:
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GLFunctions::glUniformValuei(location, pointer[0], pointer[1]);
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break;
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case 3:
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GLFunctions::glUniformValuei(location, pointer[0], pointer[1], pointer[2]);
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break;
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case 4:
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GLFunctions::glUniformValuei(location, pointer[0], pointer[1], pointer[2], pointer[3]);
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break;
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default:
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ASSERT(false, ());
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}
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}
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void ApplyFloat(int8_t location, float const * pointer, size_t componentCount)
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{
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switch (componentCount)
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{
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case 1:
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GLFunctions::glUniformValuef(location, pointer[0]);
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break;
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case 2:
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GLFunctions::glUniformValuef(location, pointer[0], pointer[1]);
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break;
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case 3:
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GLFunctions::glUniformValuef(location, pointer[0], pointer[1], pointer[2]);
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break;
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case 4:
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GLFunctions::glUniformValuef(location, pointer[0], pointer[1], pointer[2], pointer[3]);
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break;
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default:
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ASSERT(false, ());
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}
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}
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void ApplyMatrix(int8_t location, float const * matrix)
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{
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GLFunctions::glUniformMatrix4x4Value(location, matrix);
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}
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} // namespace
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::mat4 const & m)
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{
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ASSERT_GREATER_OR_EQUAL(location, 0, ());
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ApplyMatrix(location, glsl::value_ptr(m));
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, float f)
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{
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ApplyFloat(location, &f, 1);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::vec2 const & v)
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{
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ApplyFloat(location, glsl::value_ptr(v), 2);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::vec3 const & v)
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{
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ApplyFloat(location, glsl::value_ptr(v), 3);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::vec4 const & v)
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{
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ApplyFloat(location, glsl::value_ptr(v), 4);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, int i)
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{
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ApplyInt(location, &i, 1);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::ivec2 const & v)
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{
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ApplyInt(location, glsl::value_ptr(v), 2);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::ivec3 const & v)
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{
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ApplyInt(location, glsl::value_ptr(v), 3);
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}
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// static
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void UniformValue::ApplyRaw(int8_t location, glsl::ivec4 const & v)
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{
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ApplyInt(location, glsl::value_ptr(v), 4);
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}
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} // namespace dp
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