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#include <mbgl/shader/uniform.hpp>
namespace mbgl {
template <>
void Uniform<float>::bind(const float& t) {
glUniform1f(location, t);
}
template <>
void Uniform<int32_t>::bind(const int32_t& t) {
glUniform1i(location, t);
}
template <>
void Uniform<std::array<float, 2>>::bind(const std::array<float, 2>& t) {
glUniform2fv(location, 1, t.data());
}
template <>
void Uniform<std::array<float, 3>>::bind(const std::array<float, 3>& t) {
glUniform3fv(location, 1, t.data());
}
template <>
void Uniform<std::array<float, 4>>::bind(const std::array<float, 4>& t) {
glUniform4fv(location, 1, t.data());
}
template <>
void UniformMatrix<2>::bind(const std::array<float, 4>& t) {
glUniformMatrix2fv(location, 1, GL_FALSE, t.data());
}
template <>
void UniformMatrix<3>::bind(const std::array<float, 9>& t) {
glUniformMatrix3fv(location, 1, GL_FALSE, t.data());
}
template <>
void UniformMatrix<4>::bind(const std::array<float, 16>& t) {
glUniformMatrix4fv(location, 1, GL_FALSE, t.data());
}
// Add more as needed.
}
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