namespace Msp {
namespace GL {
-UniformBlock::UniformBlock()
+UniformBlock::UniformBlock():
+ buf_range(0)
{ }
UniformBlock::UniformBlock(unsigned s):
size(s),
- data(size)
+ data(size),
+ buf_range(0)
{ }
+UniformBlock::~UniformBlock()
+{
+ delete buf_range;
+}
+
+unsigned UniformBlock::get_alignment() const
+{
+ return BufferRange::get_uniform_buffer_alignment();
+}
+
+void UniformBlock::offset_changed()
+{
+ delete buf_range;
+ buf_range = 0;
+}
+
+void UniformBlock::upload_data() const
+{
+ if(!buf_range)
+ buf_range = new BufferRange(*get_buffer(), get_offset(), size);
+ buf_range->data(&data[0]);
+}
+
void UniformBlock::attach(int index, const Uniform &uni)
{
uniforms[index] = &uni;
void UniformBlock::attach(const Program::UniformInfo &info, const Uniform &uni)
{
uniforms[info.location] = &uni;
- if(buffer)
+ if(get_buffer())
{
uni.store(info, &data[info.location]);
dirty = true;
void UniformBlock::apply(int index) const
{
- if((index>=0) != (buffer!=0))
+ if((index>=0) != (get_buffer()!=0))
throw invalid_operation("UniformBlock::apply");
- if(buffer)
+ if(get_buffer())
{
if(dirty)
- {
- update_buffer_data();
- if(!buf_range)
- buf_range = new BufferRange(*buffer, buffer_offset, size);
- }
+ update_buffer();
buf_range->bind_to(UNIFORM_BUFFER, index);
}
else