/usr/include/globjects/Program.inl is in libglobjects-dev 1.1.0-2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 | #pragma once
#include <cassert>
#include <globjects/base/baselogging.h>
#include <globjects/Uniform.h>
namespace globjects
{
template<typename T>
void Program::setUniformByIdentity(const LocationIdentity & identity, const T & value)
{
Uniform<T> * uniform = getUniformByIdentity<T>(identity);
if (!uniform)
{
warning() << "Uniform type mismatch on set uniform. Uniform will be replaced.";
addUniform(identity.isName() ? new Uniform<T>(identity.name(), value) : new Uniform<T>(identity.location(), value));
return;
}
uniform->set(value);
}
template<typename T>
Uniform<T> * Program::getUniformByIdentity(const LocationIdentity & identity)
{
if (m_uniforms.count(identity))
return m_uniforms.at(identity)->as<T>();
// create new uniform if none named <name> exists
Uniform<T> * uniform = identity.isName() ? new Uniform<T>(identity.name()) : new Uniform<T>(identity.location());
m_uniforms[uniform->identity()] = uniform;
uniform->registerProgram(this);
return uniform;
}
template<typename T>
const Uniform<T> * Program::getUniformByIdentity(const LocationIdentity & identity) const
{
if (m_uniforms.count(identity))
return m_uniforms.at(identity)->as<T>();
// create new uniform if none named <name> exists
Uniform<T> * uniform = identity.isName() ? new Uniform<T>(identity.name()) : new Uniform<T>(identity.location());
m_uniforms[uniform->identity()] = uniform;
uniform->registerProgram(this);
return uniform;
}
template<typename T>
void Program::setUniform(const std::string & name, const T & value)
{
setUniformByIdentity(name, value);
}
template<typename T>
void Program::setUniform(gl::GLint location, const T & value)
{
setUniformByIdentity(location, value);
}
template<typename T>
Uniform<T> * Program::getUniform(const std::string & name)
{
return getUniformByIdentity<T>(name);
}
template<typename T>
const Uniform<T> * Program::getUniform(const std::string & name) const
{
return getUniformByIdentity<T>(name);
}
template<typename T>
Uniform<T> * Program::getUniform(gl::GLint location)
{
return getUniformByIdentity<T>(location);
}
template<typename T>
const Uniform<T> * Program::getUniform(gl::GLint location) const
{
return getUniformByIdentity<T>(location);
}
template <class ...Shaders>
void Program::attach(Shader * shader, Shaders... shaders)
{
attach(shader);
attach(std::forward<Shaders>(shaders)...);
}
} // namespace globjects
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