- if(u.location>=0)
- {
- UniformCall::FuncPtr func = 0;
- if(is_image(u.type))
- glGetUniformiv(id, u.location, &u.binding);
- else if(u.type==FLOAT)
- func = &uniform_wrapper<float, glUniform1fv>;
- else if(u.type==FLOAT_VEC2)
- func = &uniform_wrapper<float, glUniform2fv>;
- else if(u.type==FLOAT_VEC3)
- func = &uniform_wrapper<float, glUniform3fv>;
- else if(u.type==FLOAT_VEC4)
- func = &uniform_wrapper<float, glUniform4fv>;
- else if(u.type==INT)
- func = &uniform_wrapper<int, glUniform1iv>;
- else if(u.type==INT_VEC2)
- func = &uniform_wrapper<int, glUniform2iv>;
- else if(u.type==INT_VEC3)
- func = &uniform_wrapper<int, glUniform3iv>;
- else if(u.type==INT_VEC4)
- func = &uniform_wrapper<int, glUniform4iv>;
- else if(u.type==UNSIGNED_INT)
- func = &uniform_wrapper<unsigned, glUniform1uiv>;
- else if(u.type==UINT_VEC2)
- func = &uniform_wrapper<unsigned, glUniform2uiv>;
- else if(u.type==UINT_VEC3)
- func = &uniform_wrapper<unsigned, glUniform3uiv>;
- else if(u.type==UINT_VEC4)
- func = &uniform_wrapper<unsigned, glUniform4uiv>;
- else if(u.type==FLOAT_MAT2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
- else if(u.type==FLOAT_MAT3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
- else if(u.type==FLOAT_MAT4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
- else if(u.type==FLOAT_MAT2x3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
- else if(u.type==FLOAT_MAT3x2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
- else if(u.type==FLOAT_MAT2x4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
- else if(u.type==FLOAT_MAT4x2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
- else if(u.type==FLOAT_MAT3x4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
- else if(u.type==FLOAT_MAT4x3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
-
- if(func)
- uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
- }