+
+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() {}