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#pragma once
#include <mbgl/gl/shader.hpp>
#include <array>
namespace mbgl {
namespace gl {
template <typename T>
class Uniform {
public:
Uniform(const char* name, const Shader& shader)
: current(), location(shader.getUniformLocation(name)) {
}
void operator=(const T& t) {
if (current != t) {
current = t;
bind(t);
}
}
private:
void bind(const T&);
T current;
UniformLocation location;
};
template <size_t C, size_t R = C>
class UniformMatrix {
public:
typedef std::array<float, C*R> T;
UniformMatrix(const char* name, const Shader& shader)
: current(), location(shader.getUniformLocation(name)) {
}
void operator=(const std::array<double, C*R>& t) {
bool dirty = false;
for (unsigned int i = 0; i < C*R; i++) {
if (current[i] != t[i]) {
current[i] = t[i];
dirty = true;
}
}
if (dirty) {
bind(current);
}
}
private:
void bind(const T&);
T current;
UniformLocation location;
};
} // namespace gl
} // namespace mbgl
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