public:
UniformScalar(Type v): value(v) { }
+ Type get() const { return value; }
+
virtual void apply(int index) const
{ apply(index, 1, &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); }
{ 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;
{ 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;
std::copy(vp, vp+elemsize*size, values);
}
+ ~UniformArray()
+ {
+ delete[] values;
+ }
+
virtual void apply(int index) const
{ T::apply(index, size, values); }