cut down on redundant gl uniform changes
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@@ -40,3 +40,46 @@ void PatternShader::bind(char *offset) {
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glEnableVertexAttribArray(a_pos);
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glVertexAttribPointer(a_pos, 2, GL_SHORT, false, 0, offset);
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}
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void PatternShader::setColor(const std::array<float, 4>& new_color) {
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if (color != new_color) {
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glUniform4fv(u_color, 1, new_color.data());
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color = new_color;
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}
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}
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void PatternShader::setOffset(const std::array<float, 2>& new_offset) {
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if (offset != new_offset) {
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glUniform2fv(u_offset, 1, new_offset.data());
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offset = new_offset;
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}
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}
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void PatternShader::setPatternSize(const std::array<float, 2>& new_pattern_size) {
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if (pattern_size != new_pattern_size) {
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glUniform2fv(u_pattern_size, 1, new_pattern_size.data());
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pattern_size = new_pattern_size;
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}
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}
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void PatternShader::setPatternTopLeft(const std::array<float, 2>& new_pattern_tl) {
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if (pattern_tl != new_pattern_tl) {
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glUniform2fv(u_pattern_tl, 1, new_pattern_tl.data());
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pattern_tl = new_pattern_tl;
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}
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}
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void PatternShader::setPatternBottomRight(const std::array<float, 2>& new_pattern_br) {
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if (pattern_br != new_pattern_br) {
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glUniform2fv(u_pattern_br, 1, new_pattern_br.data());
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pattern_br = new_pattern_br;
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}
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}
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void PatternShader::setMix(float new_mix) {
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if (mix != new_mix) {
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glUniform1f(u_mix, new_mix);
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mix = new_mix;
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}
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}
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