#define MSP_GL_UNIFORM_H_
#include <algorithm>
+#include "program.h"
namespace Msp {
namespace GL {
virtual ~Uniform() { }
virtual void apply(int) const = 0;
+ virtual void store(const Program::UniformInfo &, void *) const = 0;
virtual Uniform *clone() const = 0;
};
public:
UniformScalar(Type v): value(v) { }
+ Type get() const { return value; }
+
virtual void apply(int index) const
{ apply(index, 1, &value); }
static void apply(int, unsigned, const T *);
+ virtual void store(const Program::UniformInfo &info, void *buffer) const
+ { store(info, buffer, &value); }
+
+ static void store(const Program::UniformInfo &, void *buffer, const T *value)
+ { *reinterpret_cast<T *>(buffer) = *value; }
+
virtual UniformScalar *clone() const
{ return new UniformScalar(value); }
};
UniformVector(const T *vp)
{ std::copy(vp, vp+vecsize, value); }
+ BaseType get(unsigned i) const { return value[i]; }
+
virtual void apply(int index) const
{ apply(index, 1, value); }
static void apply(int index, unsigned size, const T *value);
+ virtual void store(const Program::UniformInfo &info, void *buffer) const
+ { store(info, buffer, value); }
+
+ static void store(const Program::UniformInfo &, void *buffer, const T *value)
+ { std::copy(value, value+vecsize, reinterpret_cast<T *>(buffer)); }
+
virtual UniformVector *clone() const
{ return new UniformVector(value); }
};
+typedef UniformVector<int, 2> Uniform2i;
typedef UniformVector<float, 2> Uniform2f;
+typedef UniformVector<int, 3> Uniform3i;
typedef UniformVector<float, 3> Uniform3f;
+typedef UniformVector<int, 4> Uniform4i;
typedef UniformVector<float, 4> Uniform4f;
static void apply(int index, unsigned size, const T *value);
+ virtual void store(const Program::UniformInfo &info, void *buffer) const
+ { store(info, buffer, value); }
+
+ static void store(const Program::UniformInfo &info, void *buffer, const T *value)
+ {
+ for(unsigned i=0; i<cols; ++i)
+ UniformVector<T, rows>::store(info, reinterpret_cast<char *>(buffer)+i*info.matrix_stride, value+i*rows);
+ }
+
virtual UniformMatrix *clone() const
{ return new UniformMatrix(value); }
};
+// The naming of these types follows the OpenGL convention of columns x rows
+typedef UniformMatrix<float, 2, 2> UniformMatrix2x2f;
+typedef UniformMatrix<float, 2, 3> UniformMatrix3x2f;
+typedef UniformMatrix<float, 2, 4> UniformMatrix4x2f;
+typedef UniformMatrix<float, 3, 2> UniformMatrix2x3f;
+typedef UniformMatrix<float, 3, 3> UniformMatrix3x3f;
+typedef UniformMatrix<float, 3, 4> UniformMatrix4x3f;
+typedef UniformMatrix<float, 4, 2> UniformMatrix2x4f;
+typedef UniformMatrix<float, 4, 3> UniformMatrix3x4f;
typedef UniformMatrix<float, 4, 4> UniformMatrix4x4f;
{
private:
typedef typename T::BaseType BaseType;
+ enum { elemsize = sizeof(typename T::Type)/sizeof(typename T::BaseType) };
BaseType *values;
unsigned size;
UniformArray(unsigned n, const BaseType *vp):
size(n)
{
- unsigned elemsize = sizeof(typename T::Type)/sizeof(typename T::BaseType);
values = new BaseType[elemsize*size];
std::copy(vp, vp+elemsize*size, values);
}
+ ~UniformArray()
+ {
+ delete[] values;
+ }
+
virtual void apply(int index) const
{ T::apply(index, size, values); }
+ virtual void store(const Program::UniformInfo &info, void *buffer) const
+ {
+ for(unsigned i=0; i<size; ++i)
+ T::store(info, reinterpret_cast<char *>(buffer)+i*info.array_stride, values+i*elemsize);
+ }
+
virtual UniformArray *clone() const
{ return new UniformArray(size, values); }
};