query uniform

本文展示了如何使用OpenGL函数查询程序对象的活性统一信息,包括获取活动统一变量的数量、最大长度、名称、类型、位置等详细信息,并介绍了如何通过glUniform系列函数将值加载到指定位置。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

The block of code in Example 4-3 demonstrates how one would go about
querying for uniform information on a program object using the functions
we have described.
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 ...
default:
// Unknown type
break;
}
}



void glUniform1f(GLint location, GLfloat x)
void glUniform1fv(GLint location, GLsizei count,
const GLfloat* v)
void glUniform1i(GLint location, GLint x)
void glUniform1iv(GLint location, GLsizei count,
const GLint* v)
void glUniform2f(GLint location, GLfloat x, GLfloat y)
void glUniform2fv(GLint location, GLsizei count,
const GLfloat* v)
void glUniform2i(GLint location, GLint x, GLint y)
void glUniform2iv(GLint location, GLsizei count,
const GLint* v)
void glUniform3f(GLint location, GLfloat x, GLfloat y,
GLfloat z)
void glUniform3fv(GLint location, GLsizei count,
const GLfloat* v)
void glUniform3i(GLint location, GLint x, GLint y,
GLint z)

void glUniform3iv(GLint location, GLsizei count,

const GLint* v)
void glUniform4f(GLint location, GLfloat x, GLfloat y,
GLfloat z, GLfloat w);
void glUniform4fv(GLint location, GLsizei count,
const GLfloat* v)
void glUniform4i(GLint location, GLint x, GLint y,
GLint z, GLint w)
void glUniform4iv(GLint location, GLsizei count,
const GLint* v)
void glUniformMatrix2fv(GLint location, GLsizei count,
GLboolean transpose,
const GLfloat* value)
void glUniformMatrix3fv(GLint location, GLsizei count,
GLboolean transpose,
const GLfloat* value)
void glUniformMatrix4fv(GLint location, GLsizei count,
GLboolean transpose,
const GLfloat* value)
location the location of the uniform to load with a value
count for the functions that take a pointer value, there is also a
count. The count specifies the number of array elements to
load from the pointer. For single element uniforms, this
value will always be 1. For arrays, it should be the size
returned by glGetActiveUniform
transpose the transpose argument for the matrix variants of these
functions MUST BE FALSE in OpenGL ES 2.0. This argument
was kept for function interface compatibility with desktop
OpenGL, but does not function in OpenGL ES 2.0

void glGetActiveUniform(GLuint program, GLuint index,
GLsizei bufSize, GLsizei* length,
GLint* size, GLenum* type,
char* name)
program handle to the program object
index the uniform index to be queried
bufSize the number of characters in the name array
length if not NULL, will be written with the number of characters
written into the name array (less the null terminator)
size if the uniform variable being queried is an array, this variable
will be written with the maximum array element used in the
program (plus 1). If the uniform variable being queried is not
an array, this value will be 1
type will be written with the uniform type, can be:
GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4,
GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4, GL_BOOL,
GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4,
GL_FLOAT_MAT2, GL_FLOAT_MAT3, GL_FLOAT_MAT4,
GL_SAMPLER_2D, GL_SAMPLER_CUBE

name will be written with the name of the uniform up to bufSize
number of characters. This will be a null terminated string

内容概要:本文深入解析了扣子COZE AI编程及其详细应用代码案例,旨在帮助读者理解新一代低门槛智能体开发范式。文章从五个维度展开:关键概念、核心技巧、典型应用场景、详细代码案例分析以及未来发展趋势。首先介绍了扣子COZE的核心概念,如Bot、Workflow、Plugin、Memory和Knowledge。接着分享了意图识别、函数调用链、动态Prompt、渐进式发布及监控可观测等核心技巧。然后列举了企业内部智能客服、电商导购助手、教育领域AI助教和金融行业合规质检等应用场景。最后,通过构建“会议纪要智能助手”的详细代码案例,展示了从需求描述、技术方案、Workflow节点拆解到调试与上线的全过程,并展望了多智能体协作、本地私有部署、Agent2Agent协议、边缘计算插件和实时RAG等未来发展方向。; 适合人群:对AI编程感兴趣的开发者,尤其是希望快速落地AI产品的技术人员。; 使用场景及目标:①学习如何使用扣子COZE构建生产级智能体;②掌握智能体实例、自动化流程、扩展能力和知识库的使用方法;③通过实际案例理解如何实现会议纪要智能助手的功能,包括触发器设置、下载节点、LLM节点Prompt设计、Code节点处理和邮件节点配置。; 阅读建议:本文不仅提供了理论知识,还包含了详细的代码案例,建议读者结合实际业务需求进行实践,逐步掌握扣子COZE的各项功能,并关注其未来的发展趋势。
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值