#include "buffer.h"
#include "color.h"
#include "error.h"
-#include "extension.h"
#include "matrix.h"
#include "program.h"
#include "programdata.h"
last_block(0),
buffer(0),
changes(NO_CHANGES)
-{
- static RequireExtension _ext("GL_ARB_shader_objects");
-}
+{ }
// Blocks are intentionally left uncopied
ProgramData::ProgramData(const ProgramData &other):
i->second = i->second->clone();
}
+ProgramData &ProgramData::operator=(const ProgramData &other)
+{
+ for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ delete i->second;
+ uniforms.clear();
+
+ for(UniformMap::const_iterator i=other.uniforms.begin(); i!=other.uniforms.end(); ++i)
+ uniforms.insert(uniforms.end(), UniformMap::value_type(i->first, i->second->clone()));
+
+ for(BlockMap::iterator i=blocks.begin(); i!=blocks.end(); ++i)
+ delete i->second.block;
+ blocks.clear();
+
+ changes = NO_CHANGES;
+
+ return *this;
+}
+
ProgramData::~ProgramData()
{
for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
delete i->second;
for(BlockMap::iterator i=blocks.begin(); i!=blocks.end(); ++i)
delete i->second.block;
+ delete buffer;
}
void ProgramData::uniform(const string &name, Uniform *uni)
UniformMap::iterator i = uniforms.find(name);
if(i!=uniforms.end())
{
+ /* UniformBlock does not copy the uniforms, so existing blocks will be
+ left with stale pointers. This is not a problem as long as no one stores
+ pointers to the blocks and expects them to stay valid. */
delete i->second;
i->second = uni;
changes = VALUES_CHANGED;
uniform(name, new Uniform4f(v));
}
-void ProgramData::uniform_matrix4(const string &name, const float *v)
+void ProgramData::uniform_matrix2(const string &name, const float *v)
{
- uniform(name, new UniformMatrix4x4f(v));
+ uniform(name, new UniformMatrix2x2f(v));
}
-void ProgramData::uniform_matrix4(const string &name, const Matrix &m)
+void ProgramData::uniform_matrix3(const string &name, const float *v)
{
- float v[16];
- copy(m.data(), m.data()+16, v);
- uniform_matrix4(name, v);
+ uniform(name, new UniformMatrix3x3f(v));
+}
+
+void ProgramData::uniform(const string &name, const Matrix &m)
+{
+ uniform_matrix4(name, m.data());
+}
+
+void ProgramData::uniform_matrix4(const string &name, const float *v)
+{
+ uniform(name, new UniformMatrix4x4f(v));
}
void ProgramData::uniform1_array(const string &name, unsigned n, const float *v)
{
UniformBlock *block = new UniformBlock(info.data_size);
if(!buffer)
+ {
buffer = new Buffer(UNIFORM_BUFFER);
+ buffer->set_usage(STREAM_DRAW);
+ }
block->use_buffer(buffer, last_block);
last_block = block;
return block;