#include <map>
#include <msp/datafile/objectloader.h>
+#include "program.h"
namespace Msp {
namespace GL {
+class Buffer;
class Color;
class Matrix;
-class Program;
class Uniform;
class UniformBlock;
class Vector3;
};
private:
+ enum Changes
+ {
+ NO_CHANGES,
+ VALUES_CHANGED,
+ KEYS_CHANGED
+ };
+
struct Block
{
- bool dirty;
+ 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 bool modified;
+ mutable UniformBlock *last_block;
+ mutable Buffer *buffer;
+ mutable Changes changes;
ProgramData &operator=(const ProgramData &);
public:
void uniform4(const std::string &, const float *);
void uniform_matrix4(const std::string &, const float *);
void uniform_matrix4(const std::string &, const Matrix &);
+ 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 *);
- const UniformBlock &get_block(const Program &) const;
+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:
+ const UniformBlock *get_block(const Program &, const std::string &) const;
void apply() const;
};