};
// Can alias on a float[4].
-struct RGBATriplet {
- RGBATriplet(float r, float g, float b, float a)
+struct RGBATuple {
+ RGBATuple(float r, float g, float b, float a)
: r(r), g(g), b(b), a(a) {}
float r, g, b, a;
void register_vec3(const std::string &key, float *values);
void register_vec4(const std::string &key, float *values);
- // This will register a 1D texture, which will be bound to a sampler
- // when your GLSL code runs (so it corresponds 1:1 to a sampler2D uniform
- // in GLSL).
- //
- // Note that if you change the contents of <values>, you will need to
- // call invalidate_1d_texture() to have the picture re-uploaded on the
- // next frame. This is in contrast to all the other parameters, which are
- // set anew every frame.
- void register_1d_texture(const std::string &key, float *values, size_t size);
- void invalidate_1d_texture(const std::string &key);
-
private:
- struct Texture1D {
- float *values;
- size_t size;
- bool needs_update;
- GLuint texture_num;
- };
-
std::map<std::string, int *> params_int;
std::map<std::string, float *> params_float;
std::map<std::string, float *> params_vec2;
std::map<std::string, float *> params_vec3;
std::map<std::string, float *> params_vec4;
- std::map<std::string, Texture1D> params_tex_1d;
};
#endif // !defined(_MOVIT_EFFECT_H)