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7d2f61db2e
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
146 lines
No EOL
2.2 KiB
C++
146 lines
No EOL
2.2 KiB
C++
#pragma once
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class FBufferedUniform1i
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{
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int mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar* name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = 0;
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}
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void Set(int newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform1i(mIndex, newvalue);
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}
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}
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};
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class FBufferedUniform1f
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{
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float mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = 0;
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}
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void Set(float newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform1f(mIndex, newvalue);
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}
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}
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};
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class FBufferedUniform2f
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{
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float mBuffer[2];
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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memset(mBuffer, 0, sizeof(mBuffer));
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}
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void Set(const float *newvalue)
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{
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if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
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{
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memcpy(mBuffer, newvalue, sizeof(mBuffer));
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glUniform2fv(mIndex, 1, newvalue);
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}
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}
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void Set(float f1, float f2)
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{
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if (mBuffer[0] != f1 || mBuffer[1] != f2)
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{
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mBuffer[0] = f1;
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mBuffer[1] = f2;
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glUniform2fv(mIndex, 1, mBuffer);
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}
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}
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};
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class FBufferedUniform4f
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{
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float mBuffer[4];
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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memset(mBuffer, 0, sizeof(mBuffer));
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}
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void Set(const float *newvalue)
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{
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if (memcmp(newvalue, mBuffer, sizeof(mBuffer)))
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{
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memcpy(mBuffer, newvalue, sizeof(mBuffer));
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glUniform4fv(mIndex, 1, newvalue);
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}
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}
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};
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class FBufferedUniformPalEntry
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{
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PalEntry mBuffer;
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar* name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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mBuffer = 0;
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}
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void Set(PalEntry newvalue)
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{
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if (newvalue != mBuffer)
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{
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mBuffer = newvalue;
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glUniform4f(mIndex,
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newvalue.r * (1 / 255.f),
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newvalue.g * (1 / 255.f),
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newvalue.b * (1 / 255.f),
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newvalue.a * (1 / 255.f));
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}
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}
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};
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class FUniformMatrix4f
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{
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int mIndex;
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public:
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void Init(GLuint hShader, const GLchar *name)
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{
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mIndex = glGetUniformLocation(hShader, name);
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}
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void Set(const float *newvalue)
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{
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glUniformMatrix4fv(mIndex, 1, false, newvalue);
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}
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}; |