-#ifndef MSP_GL_PROGRAMDATA_H_
-#define MSP_GL_PROGRAMDATA_H_
-
-#include <map>
-#include <msp/datafile/objectloader.h>
-#include "program.h"
-
-namespace Msp {
-namespace GL {
-
-class Buffer;
-class Color;
-class Matrix;
-class Uniform;
-class UniformBlock;
-class Vector3;
-class Vector4;
-
-/**
-Stores uniform variables for shader programs. The uniforms are stored in a
-program-independent way, and UniformBlocks are created to match the uniform
-layouts of different programs. If multiple programs have the same layout, the
-same block is used for them.
-
-The class is optimized for an access pattern where the set of uniforms and
-programs stays constants, with only the values changing.
-*/
-class ProgramData
-{
-public:
- class Loader: public DataFile::ObjectLoader<ProgramData>
- {
- public:
- Loader(ProgramData &);
- private:
- void uniform1i(const std::string &, int);
- void uniform1f(const std::string &, float);
- void uniform2f(const std::string &, float, float);
- void uniform3f(const std::string &, float, float, float);
- void uniform4f(const std::string &, float, float, float, float);
- };
-
-private:
- enum Changes
- {
- NO_CHANGES,
- VALUES_CHANGED,
- KEYS_CHANGED
- };
-
- struct Block
- {
- Changes changes;
- UniformBlock *block;
- std::map<unsigned, const Uniform *const *> uniforms;
-
- Block();
- };
-
- typedef std::map<std::string, Uniform *> UniformMap;
- typedef std::map<unsigned, Block> BlockMap;
-
- // XXX All these mutables are a bit silly, but I'm out of better ideas
- UniformMap uniforms;
- mutable BlockMap blocks;
- mutable UniformBlock *last_block;
- mutable Buffer *buffer;
- mutable Changes changes;
-
- ProgramData &operator=(const ProgramData &);
-public:
- ProgramData();
- ProgramData(const ProgramData &);
- ~ProgramData();
-
-private:
- void uniform(const std::string &, Uniform *);
-public:
- void uniform(const std::string &, int);
- void uniform(const std::string &, float);
- void uniform(const std::string &, float, float);
- void uniform2(const std::string &, const float *);
- void uniform(const std::string &, float, float, float);
- void uniform(const std::string &, const Vector3 &);
- void uniform3(const std::string &, const float *);
- void uniform(const std::string &, float, float, float, float);
- void uniform(const std::string &, const Vector4 &);
- void uniform(const std::string &, const Color &);
- void uniform4(const std::string &, const float *);
- void uniform_matrix2(const std::string &, const float *);
- void uniform_matrix3(const std::string &, const float *);
- void uniform(const std::string &, const Matrix &);
- void uniform_matrix4(const std::string &, const float *);
- void uniform1_array(const std::string &, unsigned, const float *);
- void uniform2_array(const std::string &, unsigned, const float *);
- void uniform3_array(const std::string &, unsigned, const float *);
- void uniform4_array(const std::string &, unsigned, const float *);
- void uniform_matrix4_array(const std::string &, unsigned, const float *);
-
-private:
- void find_uniforms_for_block(Block &, const Program::UniformBlockInfo &) const;
- UniformBlock *create_block(const Program::UniformBlockInfo &) const;
- const UniformBlock *get_block(const Program &, const Program::UniformBlockInfo *) const;
-
-public:
- /** Returns a UniformBlock matching the program's layout. If name is empty,
- uniforms for the default uniform block (outside any uniform block
- declarations) are returned. */
- const UniformBlock *get_block(const Program &prog, const std::string &name) const;
-
- /// Creates blocks for the currently bound program and applies them.
- void apply() const;
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif