raze-gles/source/glbackend/gl_uniform.h
Christoph Oelckers 7d2f61db2e - converted all boolean parameters of the shader into a single flag word.
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00

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2.2 KiB
C++

#pragma once
class FBufferedUniform1i
{
int mBuffer;
int mIndex;
public:
void Init(GLuint hShader, const GLchar* name)
{
mIndex = glGetUniformLocation(hShader, name);
mBuffer = 0;
}
void Set(int newvalue)
{
if (newvalue != mBuffer)
{
mBuffer = newvalue;
glUniform1i(mIndex, newvalue);
}
}
};
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 FBufferedUniformPalEntry
{
PalEntry mBuffer;
int mIndex;
public:
void Init(GLuint hShader, const GLchar* name)
{
mIndex = glGetUniformLocation(hShader, name);
mBuffer = 0;
}
void Set(PalEntry newvalue)
{
if (newvalue != mBuffer)
{
mBuffer = newvalue;
glUniform4f(mIndex,
newvalue.r * (1 / 255.f),
newvalue.g * (1 / 255.f),
newvalue.b * (1 / 255.f),
newvalue.a * (1 / 255.f));
}
}
};
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);
}
};