void opengl::ShaderUniforms::setUniform4fv(const SCP_string &name, const int count, const vec4 *val)
{
	Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()), "The program must be current before setting uniforms!");

	auto uniform_index = findUniform(name);
	bool resident = false;

	if (uniform_index != INVALID_SIZE) {
		Assert((size_t)uniform_index < _uniforms.size());

		uniform_bind *bind_info = &_uniforms[uniform_index];

		if (bind_info->type == uniform_bind::VEC4 && bind_info->count == count) {
			bool equal = true;

			// if the values are close enough, pass.
			for (int i = 0; i < count; ++i) {
				if (!vm_vec_equal(val[i], _uniform_data_vec4[bind_info->index + i])) {
					equal = false;
					break;
				}
			}

			if (equal) {
				return;
			}

			resident = true;
			for (int i = 0; i < count; ++i) {
				_uniform_data_vec4[bind_info->index + i] = val[i];
			}
		}
	}

	if (!resident) {
		// uniform doesn't exist in our previous uniform block so queue this new value
		for (int i = 0; i < count; ++i) {
			_uniform_data_vec4.push_back(val[i]);
		}

		uniform_bind new_bind;
		new_bind.count = count;
		new_bind.index = _uniform_data_vec4.size() - count;
		//	new_bind.index = num_matrix_uniforms - count;
		new_bind.type = uniform_bind::VEC4;
		new_bind.name = name;

		_uniforms.push_back(new_bind);

		_uniform_lookup[name] = _uniforms.size() - 1;
	}

	glUniform4fv(findUniformLocation(name.c_str()), count, (const GLfloat*)val);
}
void opengl::ShaderUniforms::setUniform4f(const SCP_string &name, const vec4 &val)
{
	Assertion(GL_state.IsCurrentProgram(_program->getShaderHandle()), "The program must be current before setting uniforms!");

	size_t uniform_index = findUniform(name);
	bool resident = false;

	if (uniform_index != (size_t)-1) {
		Assert((size_t)uniform_index < _uniforms.size());

		uniform_bind *bind_info = &_uniforms[uniform_index];

		if (bind_info->type == uniform_bind::VEC4) {
			if (vm_vec_equal(_uniform_data_vec4[bind_info->index], val)) {
				// if the values are close enough, pass.
				return;
			}

			_uniform_data_vec4[bind_info->index] = val;
			resident = true;
		}
	}

	if (!resident) {
		// uniform doesn't exist in our previous uniform block so queue this new value
		_uniform_data_vec4.push_back(val);

		uniform_bind new_bind;

		new_bind.count = 1;
		new_bind.index = _uniform_data_vec4.size() - 1;
		new_bind.type = uniform_bind::VEC4;
		new_bind.name = name;

		_uniforms.push_back(new_bind);

		_uniform_lookup[name] = _uniforms.size() - 1;
	}

	glUniform4f(findUniformLocation(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]);
}
void opengl_uniform_state::setUniform4f(const SCP_string &name, const vec4 &val)
{
	size_t uniform_index = findUniform(name);
	bool resident = false;

	if (uniform_index != (size_t)-1) {
		Assert( (size_t)uniform_index < uniforms.size() );

		uniform_bind *bind_info = &uniforms[uniform_index];

		if ( bind_info->type == uniform_bind::VEC4 ) {
			if ( vm_vec_equal(uniform_data_vec4[bind_info->index], val) ) {
				// if the values are close enough, pass.
				return;
			}

			uniform_data_vec4[bind_info->index] = val;
			resident = true;
		}
	} 

	if ( !resident ) {
		// uniform doesn't exist in our previous uniform block so queue this new value
		uniform_data_vec4.push_back(val);

		uniform_bind new_bind;

		new_bind.count = 1;
		new_bind.index = uniform_data_vec4.size() - 1;
		new_bind.type = uniform_bind::VEC4;
		new_bind.name = name;

		uniforms.push_back(new_bind);

		uniform_lookup[name] = uniforms.size()-1;
	}

	glUniform4f(opengl_shader_get_uniform(name.c_str()), val.a1d[0], val.a1d[1], val.a1d[2], val.a1d[3]);
}