#include <stdexcept>
+#include "buffer.h"
#include "color.h"
+#include "error.h"
#include "matrix.h"
#include "uniform.h"
#include "uniformblock.h"
namespace Msp {
namespace GL {
-UniformBlock::~UniformBlock()
-{
- for(map<int, Uniform *>::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
- delete i->second;
-}
-
-void UniformBlock::uniform(int index, Uniform *uni)
-{
- map<int, Uniform *>::iterator i = uniforms.find(index);
- if(i!=uniforms.end())
- {
- delete i->second;
- i->second = uni;
- }
- else
- uniforms[index] = uni;
-}
-
-void UniformBlock::uniform(int index, const Uniform &uni)
-{
- uniform(index, uni.clone());
-}
-
-void UniformBlock::uniform(int index, int v)
-{
- uniform(index, new Uniform1i(v));
-}
+UniformBlock::UniformBlock():
+ buf_range(0)
+{ }
-void UniformBlock::uniform(int index, float v)
-{
- uniform(index, new Uniform1f(v));
-}
+UniformBlock::UniformBlock(unsigned s):
+ size(s),
+ data(size),
+ buf_range(0)
+{ }
-void UniformBlock::uniform(int index, float v0, float v1)
-{
- float va[2] = { v0, v1 };
- uniform2(index, va);
-}
-
-void UniformBlock::uniform2(int index, const float *v)
-{
- uniform(index, new Uniform2f(v));
-}
-
-void UniformBlock::uniform(int index, float v0, float v1, float v2)
-{
- float va[3] = { v0, v1, v2 };
- uniform3(index, va);
-}
-
-void UniformBlock::uniform(int index, const Vector3 &v)
-{
- uniform(index, v.x, v.y, v.z);
-}
-
-void UniformBlock::uniform3(int index, const float *v)
-{
- uniform(index, new Uniform3f(v));
-}
-
-void UniformBlock::uniform(int index, float v0, float v1, float v2, float v3)
-{
- float va[4] = { v0, v1, v2, v3 };
- uniform4(index, va);
-}
-
-void UniformBlock::uniform(int index, const Vector4 &v)
+UniformBlock::~UniformBlock()
{
- uniform(index, v.x, v.y, v.z, v.w);
+ delete buf_range;
}
-void UniformBlock::uniform(int index, const Color &c)
+void UniformBlock::offset_changed()
{
- uniform(index, c.r, c.g, c.b, c.a);
+ delete buf_range;
+ buf_range = 0;
}
-void UniformBlock::uniform4(int index, const float *v)
+void UniformBlock::upload_data() const
{
- uniform(index, new Uniform4f(v));
+ if(!buf_range)
+ buf_range = new BufferRange(*buffer, buffer_offset, size);
+ buf_range->data(&data[0]);
}
-void UniformBlock::uniform_matrix4(int index, const float *v)
+void UniformBlock::attach(int index, const Uniform &uni)
{
- uniform(index, new UniformMatrix4x4f(v));
+ uniforms[index] = &uni;
}
-void UniformBlock::uniform_matrix4(int index, const Matrix &m)
+void UniformBlock::attach(const Program::UniformInfo &info, const Uniform &uni)
{
- float v[16];
- copy(m.data(), m.data()+16, v);
- uniform_matrix4(index, v);
+ uniforms[info.location] = &uni;
+ if(buffer)
+ {
+ uni.store(info, &data[info.location]);
+ dirty = true;
+ }
}
void UniformBlock::apply(int index) const
{
- if(index>=0)
- throw logic_error("GL_ARB_uniform_buffer_object support not implemented yet");
+ if((index>=0) != (buffer!=0))
+ throw invalid_operation("UniformBlock::apply");
- for(map<int, Uniform *>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
- i->second->apply(i->first);
+ if(buffer)
+ {
+ if(dirty)
+ update_buffer_data();
+ buf_range->bind_to(UNIFORM_BUFFER, index);
+ }
+ else
+ {
+ for(map<int, const Uniform *>::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ i->second->apply(i->first);
+ }
}
} // namespace GL