void opengl::ShaderUniforms::setUniformMatrix4fv(const SCP_string &name, const int count, const matrix4 *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::MATRIX4 && bind_info->count == count) {
			bool equal = true;

			// if the values are close enough, pass.
			for (int i = 0; i < count; ++i) {
				if (!vm_matrix_equal(val[i], _uniform_data_matrix4[bind_info->index + i])) {
					equal = false;
					break;
				}
			}

			if (equal) {
				return;
			}

			resident = true;
			for (int i = 0; i < count; ++i) {
				_uniform_data_matrix4[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_matrix4.push_back(val[i]);
		}

		uniform_bind new_bind;
		new_bind.count = count;
		new_bind.index = _uniform_data_matrix4.size() - count;
		//	new_bind.index = num_matrix_uniforms - count;
		new_bind.type = uniform_bind::MATRIX4;
		new_bind.name = name;

		_uniforms.push_back(new_bind);

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

	glUniformMatrix4fv(findUniformLocation(name.c_str()), count, GL_FALSE, (const GLfloat*)val);
}
void opengl_uniform_state::setUniformMatrix4fv(const SCP_string &name, const int count, const matrix4 *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::MATRIX4 && bind_info->count == count ) {
			bool equal = true;

			// if the values are close enough, pass.
			for ( int i = 0; i < count; ++i ) {
				if ( !vm_matrix_equal(val[i], uniform_data_matrix4[bind_info->index+i]) ) {
					equal = false;
					break;
				}
			}

			if ( equal ) {
				return;
			}

			resident = true;
			for ( int i = 0; i < count; ++i ) {
				uniform_data_matrix4[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_matrix4.push_back(val[i]);
		}

		uniform_bind new_bind;
		new_bind.count = count;
		new_bind.index = uniform_data_matrix4.size() - count;
		//	new_bind.index = num_matrix_uniforms - count;
		new_bind.type = uniform_bind::MATRIX4;
		new_bind.name = name;

		uniforms.push_back(new_bind);

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

	glUniformMatrix4fv(opengl_shader_get_uniform(name.c_str()), count, GL_FALSE, (const GLfloat*)val);
}
void opengl::ShaderUniforms::setUniformMatrix4f(const SCP_string &name, const matrix4 &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::MATRIX4 && bind_info->count == 1) {
			if (vm_matrix_equal(_uniform_data_matrix4[bind_info->index], val)) {
				return;
			}

			_uniform_data_matrix4[bind_info->index] = val;
			resident = true;
		}
	}

	if (!resident) {
		// uniform doesn't exist in our previous uniform block so queue this new value
		//matrix_uniform_data[num_matrix_uniforms] = val;
		//memcpy(&(matrix_uniform_data[num_matrix_uniforms]), &val, sizeof(matrix4));
		_uniform_data_matrix4.push_back(val);
		//	num_matrix_uniforms += 1;

		uniform_bind new_bind;
		new_bind.count = 1;
		new_bind.index = _uniform_data_matrix4.size() - 1;
		//	new_bind.index = num_matrix_uniforms - 1;
		new_bind.type = uniform_bind::MATRIX4;
		new_bind.name = name;

		_uniforms.push_back(new_bind);

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

	glUniformMatrix4fv(findUniformLocation(name.c_str()), 1, GL_FALSE, (const GLfloat*)&val);
}
void opengl_uniform_state::setUniformMatrix4f(const SCP_string &name, const matrix4 &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::MATRIX4 && bind_info->count == 1 ) {
			if ( vm_matrix_equal(uniform_data_matrix4[bind_info->index], val) ) {
				return;
			}

			uniform_data_matrix4[bind_info->index] = val;
			resident = true;
		}
	}

	if ( !resident ) {
		// uniform doesn't exist in our previous uniform block so queue this new value
		//matrix_uniform_data[num_matrix_uniforms] = val;
		//memcpy(&(matrix_uniform_data[num_matrix_uniforms]), &val, sizeof(matrix4));
		uniform_data_matrix4.push_back(val);
		//	num_matrix_uniforms += 1;

		uniform_bind new_bind;
		new_bind.count = 1;
		new_bind.index = uniform_data_matrix4.size() - 1;
		//	new_bind.index = num_matrix_uniforms - 1;
		new_bind.type = uniform_bind::MATRIX4;
		new_bind.name = name;

		uniforms.push_back(new_bind);

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

	glUniformMatrix4fv(opengl_shader_get_uniform(name.c_str()), 1, GL_FALSE, (const GLfloat*)&val);
}