Graphics Reference
In-Depth Information
Example 4-3
Querying for Active Uniforms
GLint maxUniformLen;
GLint numUniforms;
char *uniformName;
GLint index;
glGetProgramiv ( progObj, GL_ACTIVE_UNIFORMS, &numUniforms );
glGetProgramiv ( progObj, GL_ACTIVE_UNIFORM_MAX_LENGTH,
&maxUniformLen );
uniformName = malloc ( sizeof ( char ) * maxUniformLen );
for ( index = 0; index < numUniforms; index++ )
{
GLint size;
GLenum type;
GLint location;
// Get the uniform info
glGetActiveUniform ( progObj, index, maxUniformLen, NULL,
&size, &type, uniformName );
// Get the uniform location
location = glGetUniformLocation ( progObj, uniformName );
switch ( type )
{
case GL_FLOAT:
//
break;
case GL_FLOAT_VEC2:
//
break;
case GL_FLOAT_VEC3:
//
break;
case GL_FLOAT_VEC4:
//
break;
case GL_INT:
//
break;
// ... Check for all the types ...
 
 
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