+void Effect::register_vec4(const std::string &key, float *values)
+{
+ assert(params_vec4.count(key) == 0);
+ params_vec4[key] = values;
+}
+
+void Effect::register_1d_texture(const std::string &key, float *values, size_t size)
+{
+ assert(params_tex_1d.count(key) == 0);
+
+ Texture1D tex;
+ tex.values = values;
+ tex.size = size;
+ tex.needs_update = false;
+ glGenTextures(1, &tex.texture_num);
+
+ glBindTexture(GL_TEXTURE_1D, tex.texture_num);
+ check_error();
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, size, 0, GL_LUMINANCE, GL_FLOAT, values);
+ check_error();
+
+ params_tex_1d[key] = tex;
+}
+
+void Effect::invalidate_1d_texture(const std::string &key)
+{
+ assert(params_tex_1d.count(key) != 0);
+ params_tex_1d[key].needs_update = true;
+}
+
+// Output convenience uniforms for each parameter.
+// These will be filled in per-frame.
+std::string Effect::output_convenience_uniforms() const
+{
+ std::string output = "";
+ for (std::map<std::string, float*>::const_iterator it = params_float.begin();
+ it != params_float.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform float PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
+ it != params_vec2.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform vec2 PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
+ it != params_vec3.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform vec3 PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (std::map<std::string, float*>::const_iterator it = params_vec4.begin();
+ it != params_vec4.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform vec4 PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ for (std::map<std::string, Texture1D>::const_iterator it = params_tex_1d.begin();
+ it != params_tex_1d.end();
+ ++it) {
+ char buf[256];
+ sprintf(buf, "uniform sampler1D PREFIX(%s);\n", it->first.c_str());
+ output.append(buf);
+ }
+ return output;
+}
+
+void Effect::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+{
+ for (std::map<std::string, float*>::const_iterator it = params_float.begin();
+ it != params_float.end();
+ ++it) {
+ set_uniform_float(glsl_program_num, prefix, it->first, *it->second);
+ }
+ for (std::map<std::string, float*>::const_iterator it = params_vec2.begin();
+ it != params_vec2.end();
+ ++it) {
+ set_uniform_vec2(glsl_program_num, prefix, it->first, it->second);
+ }
+ for (std::map<std::string, float*>::const_iterator it = params_vec3.begin();
+ it != params_vec3.end();
+ ++it) {
+ set_uniform_vec3(glsl_program_num, prefix, it->first, it->second);
+ }
+ for (std::map<std::string, float*>::const_iterator it = params_vec4.begin();
+ it != params_vec4.end();
+ ++it) {
+ set_uniform_vec4(glsl_program_num, prefix, it->first, it->second);
+ }
+
+ for (std::map<std::string, Texture1D>::iterator it = params_tex_1d.begin();
+ it != params_tex_1d.end();
+ ++it) {
+ glActiveTexture(GL_TEXTURE0 + *sampler_num);
+ check_error();
+ glBindTexture(GL_TEXTURE_1D, it->second.texture_num);
+ check_error();
+
+ if (it->second.needs_update) {
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, it->second.size, 0, GL_LUMINANCE, GL_FLOAT, it->second.values);
+ check_error();
+ it->second.needs_update = false;
+ }
+
+ set_uniform_int(glsl_program_num, prefix, it->first, *sampler_num);
+ ++*sampler_num;
+ }
+}
+
+void Effect::clear_gl_state() {}