//
// Neither of these take ownership of the pointer.
- // int is special since GLSL pre-1.30 doesn't have integer uniforms.
- // Thus, ints that you register will _not_ be converted to GLSL uniforms.
+ // These correspond directly to int/float/vec2/vec3/vec4 in GLSL.
void register_int(const std::string &key, int *value);
-
- // These correspond directly to float/vec2/vec3/vec4 in GLSL.
void register_float(const std::string &key, float *value);
void register_vec2(const std::string &key, float *values);
void register_vec3(const std::string &key, float *values);
void register_uniform_vec2(const std::string &key, const float *values);
void register_uniform_vec3(const std::string &key, const float *values);
void register_uniform_vec4(const std::string &key, const float *values);
+ void register_uniform_float_array(const std::string &key, const float *values, size_t num_values);
void register_uniform_vec2_array(const std::string &key, const float *values, size_t num_values);
+ void register_uniform_vec3_array(const std::string &key, const float *values, size_t num_values);
void register_uniform_vec4_array(const std::string &key, const float *values, size_t num_values);
void register_uniform_mat3(const std::string &key, const Eigen::Matrix3d *matrix);
std::vector<Uniform<float> > uniforms_vec2;
std::vector<Uniform<float> > uniforms_vec3;
std::vector<Uniform<float> > uniforms_vec4;
+ std::vector<Uniform<float> > uniforms_float_array;
std::vector<Uniform<float> > uniforms_vec2_array;
+ std::vector<Uniform<float> > uniforms_vec3_array;
std::vector<Uniform<float> > uniforms_vec4_array;
std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
friend class EffectChain;