raze/source/glbackend/gl_uniform.h

94 lines
No EOL
1.5 KiB
C++

#pragma once
class FBufferedUniform1f
{
float mBuffer;
int mIndex;
public:
void Init(GLuint hShader, const GLchar *name)
{
mIndex = glGetUniformLocation(hShader, name);
mBuffer = 0;
}
void Set(float newvalue)
{
if (newvalue != mBuffer)
{
mBuffer = newvalue;
glUniform1f(mIndex, newvalue);
}
}
};
class FBufferedUniform2f
{
float mBuffer[2];
int mIndex;
public:
void Init(GLuint hShader, const GLchar *name)
{
mIndex = glGetUniformLocation(hShader, name);
memset(mBuffer, 0, sizeof(mBuffer));
}
void Set(const float *newvalue)
{
if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
{
memcpy(mBuffer, newvalue, sizeof(mBuffer));
glUniform2fv(mIndex, 1, newvalue);
}
}
void Set(float f1, float f2)
{
if (mBuffer[0] != f1 || mBuffer[1] != f2)
{
mBuffer[0] = f1;
mBuffer[1] = f2;
glUniform2fv(mIndex, 1, mBuffer);
}
}
};
class FBufferedUniform4f
{
float mBuffer[4];
int mIndex;
public:
void Init(GLuint hShader, const GLchar *name)
{
mIndex = glGetUniformLocation(hShader, name);
memset(mBuffer, 0, sizeof(mBuffer));
}
void Set(const float *newvalue)
{
if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
{
memcpy(mBuffer, newvalue, sizeof(mBuffer));
glUniform4fv(mIndex, 1, newvalue);
}
}
};
class FUniformMatrix4f
{
int mIndex;
public:
void Init(GLuint hShader, const GLchar *name)
{
mIndex = glGetUniformLocation(hShader, name);
}
void Set(const float *newvalue)
{
glUniformMatrix4fv(mIndex, 1, false, newvalue);
}
};