mirror of
https://github.com/SoftFever/OrcaSlicer.git
synced 2025-07-08 23:46:24 -06:00
Introduction of classes ColorRGB and ColorRGBA to unify color data definition and manipulation
(cherry picked from commit prusa3d/PrusaSlicer@d0bff2d996 )
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parent
36ffb18059
commit
28d0147d09
60 changed files with 1290 additions and 1174 deletions
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@ -4,6 +4,7 @@
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#include "3DScene.hpp"
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#include "libslic3r/Utils.hpp"
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#include "libslic3r/format.hpp"
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#include "libslic3r/Color.hpp"
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#include <boost/nowide/fstream.hpp>
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#include <GL/glew.h>
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@ -206,154 +207,114 @@ void GLShaderProgram::stop_using() const
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glsafe(::glUseProgram(0));
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}
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bool GLShaderProgram::set_uniform(const char* name, int value) const
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void GLShaderProgram::set_uniform(int id, int value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform1i(id, static_cast<GLint>(value)));
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return true;
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}
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return false;
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if (id >= 0)
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glsafe(::glUniform1i(id, value));
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}
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bool GLShaderProgram::set_uniform(const char* name, bool value) const
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void GLShaderProgram::set_uniform(int id, bool value) const
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{
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return set_uniform(name, value ? 1 : 0);
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set_uniform(id, value ? 1 : 0);
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}
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bool GLShaderProgram::set_uniform(const char* name, float value) const
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void GLShaderProgram::set_uniform(int id, float value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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glsafe(::glUniform1f(id, static_cast<GLfloat>(value)));
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return true;
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}
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return false;
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if (id >= 0)
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glsafe(::glUniform1f(id, value));
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}
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bool GLShaderProgram::set_uniform(const char* name, double value) const
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void GLShaderProgram::set_uniform(int id, double value) const
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{
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return set_uniform(name, static_cast<float>(value));
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set_uniform(id, static_cast<float>(value));
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 2>& value) const
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void GLShaderProgram::set_uniform(int id, const std::array<int, 2>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform2iv(id, 1, static_cast<const GLint*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 3>& value) const
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void GLShaderProgram::set_uniform(int id, const std::array<int, 3>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform3iv(id, 1, static_cast<const GLint*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<int, 4>& value) const
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void GLShaderProgram::set_uniform(int id, const std::array<int, 4>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform4iv(id, 1, static_cast<const GLint*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 2>& value) const
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void GLShaderProgram::set_uniform(int id, const std::array<float, 2>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 3>& value) const
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void GLShaderProgram::set_uniform(int id, const std::array<float, 3>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const std::array<float, 4>& value) const
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void GLShaderProgram::set_uniform(int id, const std::array<float, 4>& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const float* value, size_t size) const
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void GLShaderProgram::set_uniform(int id, const float* value, size_t size) const
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{
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if (size == 1)
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return set_uniform(name, value[0]);
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else if (size < 5) {
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (size == 2)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
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else if (size == 3)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
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else
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
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return true;
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}
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Transform3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (size == 1)
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set_uniform(id, value[0]);
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else if (size == 2)
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glsafe(::glUniform2fv(id, 1, static_cast<const GLfloat*>(value)));
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else if (size == 3)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value)));
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else if (size == 4)
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glsafe(::glUniform4fv(id, 1, static_cast<const GLfloat*>(value)));
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}
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}
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void GLShaderProgram::set_uniform(int id, const Transform3f& value) const
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{
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if (id >= 0)
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glsafe(::glUniformMatrix4fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.matrix().data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Transform3d& value) const
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void GLShaderProgram::set_uniform(int id, const Transform3d& value) const
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{
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return set_uniform(name, value.cast<float>());
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set_uniform(id, value.cast<float>());
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}
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bool GLShaderProgram::set_uniform(const char* name, const Matrix3f& value) const
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void GLShaderProgram::set_uniform(int id, const Matrix3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniformMatrix3fv(id, 1, GL_FALSE, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Vec3f& value) const
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void GLShaderProgram::set_uniform(int id, const Vec3f& value) const
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{
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int id = get_uniform_location(name);
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if (id >= 0) {
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if (id >= 0)
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glsafe(::glUniform3fv(id, 1, static_cast<const GLfloat*>(value.data())));
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return true;
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}
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return false;
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}
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bool GLShaderProgram::set_uniform(const char* name, const Vec3d& value) const
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void GLShaderProgram::set_uniform(int id, const Vec3d& value) const
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{
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return set_uniform(name, static_cast<Vec3f>(value.cast<float>()));
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set_uniform(id, static_cast<Vec3f>(value.cast<float>()));
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}
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void GLShaderProgram::set_uniform(int id, const ColorRGB& value) const
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{
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set_uniform(id, value.data(), 3);
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}
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void GLShaderProgram::set_uniform(int id, const ColorRGBA& value) const
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{
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set_uniform(id, value.data(), 4);
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}
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int GLShaderProgram::get_attrib_location(const char* name) const
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