Sources/Classes/Model/OpenGL/Shaders/Shader/Unit/Base/GLSLUnit.m

/*
     File: GLSLUnit.m
 Abstract: 
 A utility toolkit for managing shaders along with their uniforms.
 
  Version: 2.0
 
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 MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION
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 FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND
 OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS.
 
 IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL
 OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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 */
 
#pragma mark -
#pragma mark Private - Headers
 
#import "GLSizes.h"
 
#import "GLUniform.h"
 
#import "GLSLUnitDictTypes.h"
#import "GLSLUnit.h"
 
#pragma mark -
#pragma mark Private - Keys
 
NSString *kGLSLUniformLocKey       = @"location";
NSString *kGLSLUniformTypeKey      = @"type";
NSString *kGLSLUniformValueKey     = @"value";
NSString *kGLSLUniformCountKey     = @"count";
NSString *kGLSLUniformTransposeKey = @"transpose";
 
#pragma mark -
#pragma mark Private - Prototypes
 
typedef void (*GLSLUniformFuncptr)(NSDictionary *pUniform);
 
#pragma mark -
#pragma mark Private - Data Structure
 
struct GLSLUnitData
{
    GLuint              mnProgram;
    GLSLUniformFuncptr  m_Method[kGLSLUniformMax];
}; // GLSLUnitData
 
typedef struct GLSLUnitData GLSLUnitData;
 
#pragma mark -
#pragma mark Private - Utilities - Acquire
 
static inline GLint GLSLUnitAcquireLocation(const NSString * const pName,
                                            GLSLUnitDataRef pShaderUnit)
{
    GLint nLocation = -1;
    
    if(pName)
    {
        const GLchar *pUniform = (GLchar *)[pName cStringUsingEncoding:NSASCIIStringEncoding];
        
        if(pUniform != NULL)
        {
            nLocation = glGetUniformLocation(pShaderUnit->mnProgram, pUniform);
            
            if(nLocation == -1)
            {
                NSLog(@">> [OpenGL Shader Kit] WARNING: No such uniform named \"%s\"!", pUniform);
            } // if
        } // if
    } // if
    
    return nLocation;
} // GLSLUnitAcquireLocation
 
// Acquire sampler
static void GLSLUnitAcquireSampler(const NSString * const pSampler,
                                   const GLuint nValue,
                                   GLSLUnitDataRef pShaderUnit)
{
    if(pSampler)
    {
        glUseProgram(pShaderUnit->mnProgram);
        {
            GLint nLocation = GLSLUnitAcquireLocation(pSampler, pShaderUnit);
            
            if(nLocation > -1)
            {
                glUniform1i(nLocation, nValue);
            } // if
        }
        glUseProgram(0);
    } // if
} // GLSLUnitAcquireSampler
 
// Acquire samplers
static void GLSLUnitAcquireSamplers(NSDictionary *pSamplers,
                                    GLSLUnitDataRef pShaderUnit)
{
    if(pSamplers)
    {
        glUseProgram(pShaderUnit->mnProgram);
        {
            NSString *pSamplerKey;
            NSNumber *pSamplerNum;
            
            GLint  nSamplerLoc   = 0;
            GLint  nSamplerValue = 0;
            
            for(pSamplerKey in pSamplers)
            {
                pSamplerNum = [pSamplers objectForKey:pSamplerKey];
                
                if(pSamplerNum)
                {
                    nSamplerValue = [pSamplerNum integerValue];
                    nSamplerLoc   = GLSLUnitAcquireLocation(pSamplerKey, pShaderUnit);
                    
                    if(nSamplerLoc > -1)
                    {
                        glUniform1i(nSamplerLoc, nSamplerValue);
                    } // if
                } // if
            } // for
        }
        glUseProgram(0);
    } // if
} // GLSLUnitAcquireSamplers
 
static inline void GLSLUnitAcquireMethods(GLSLUnitDataRef pShaderUnit)
{
    pShaderUnit->m_Method[kGLSLUniformNone] = NULL;
    
    pShaderUnit->m_Method[kGLSLUniformSampler1D]     = GLUniformSet1i;
    pShaderUnit->m_Method[kGLSLUniformSampler2D]     = GLUniformSet1i;
    pShaderUnit->m_Method[kGLSLUniformSampler3D]     = GLUniformSet1i;
    pShaderUnit->m_Method[kGLSLUniformSampler2DRect] = GLUniformSet1i;
    
    pShaderUnit->m_Method[kGLSLUniform1i] = GLUniformSet1i;
    pShaderUnit->m_Method[kGLSLUniform2i] = GLUniformSet2i;
    pShaderUnit->m_Method[kGLSLUniform3i] = GLUniformSet3i;
    pShaderUnit->m_Method[kGLSLUniform4i] = GLUniformSet4i;
    
    pShaderUnit->m_Method[kGLSLUniform1iv] = GLUniformSet1iv;
    pShaderUnit->m_Method[kGLSLUniform2iv] = GLUniformSet2iv;
    pShaderUnit->m_Method[kGLSLUniform3iv] = GLUniformSet3iv;
    pShaderUnit->m_Method[kGLSLUniform4iv] = GLUniformSet4iv;
    
    pShaderUnit->m_Method[kGLSLUniform1f] = GLUniformSet1f;
    pShaderUnit->m_Method[kGLSLUniform2f] = GLUniformSet2f;
    pShaderUnit->m_Method[kGLSLUniform3f] = GLUniformSet3f;
    pShaderUnit->m_Method[kGLSLUniform4f] = GLUniformSet4f;
    
    pShaderUnit->m_Method[kGLSLUniform1fv] = GLUniformSet1fv;
    pShaderUnit->m_Method[kGLSLUniform2fv] = GLUniformSet2fv;
    pShaderUnit->m_Method[kGLSLUniform3fv] = GLUniformSet3fv;
    pShaderUnit->m_Method[kGLSLUniform4fv] = GLUniformSet4fv;
    
    pShaderUnit->m_Method[kGLSLUniform2x2fv] = GLUniformSet2x2fv;
    pShaderUnit->m_Method[kGLSLUniform3x3fv] = GLUniformSet3x3fv;
    pShaderUnit->m_Method[kGLSLUniform4x4fv] = GLUniformSet4x4fv;
} // GLSLUnitAcquireMethods
 
#pragma mark -
#pragma mark Private - Utilities - Constructor
 
static GLSLUnitDataRef GLSLUnitCreate(GLSLUnit *pUnit)
{
    GLSLUnitDataRef pShaderUnit = NULL;
    
    if(pUnit)
    {
        pShaderUnit = (GLSLUnitDataRef)calloc(1, sizeof(GLSLUnitData));
        
        if( pShaderUnit != NULL )
        {
            pShaderUnit->mnProgram = [pUnit program];
            
            GLSLUnitAcquireMethods(pShaderUnit);
        } // if
    } // if
    
    return pShaderUnit;
} // GLSLUnitCreate
 
#pragma mark -
#pragma mark Private - Utilities - Destructor
 
static inline void GLSLUnitDelete(GLSLUnitDataRef pShaderUnit)
{
    // Delete methods
    if( pShaderUnit != NULL )
    {
        free(pShaderUnit);
        
        pShaderUnit = NULL;
    } // if
} // GLSLUnitDelete
 
#pragma mark -
#pragma mark Private - Utilities - Accessors
 
static void GLSLUnitSetUniform(NSDictionary *pUniform,
                               GLSLUnitDataRef pShaderUnit)
{
    if(pUniform)
    {
        NSNumber *pType = [pUniform objectForKey:kGLSLUniformTypeKey];
        
        if(pType)
        {
            GLuint nType = [pType intValue];
            
            if((nType > kGLSLUniformNone) && (nType < kGLSLUniformMax))
            {
                pShaderUnit->m_Method[nType](pUniform);
            } // if
        } // if
    } // if
} // GLSLUnitSetUniform
 
static inline void GLSLUnitSetUniforms(NSDictionary *pUniforms,
                                       GLSLUnitDataRef pShaderUnit)
{
    if(pUniforms)
    {
        NSDictionary *pKey    = nil;
        NSDictionary *pObject = nil;
        
        for(pKey in pUniforms)
        {
            pObject = [pUniforms objectForKey:pKey];
            
            GLSLUnitSetUniform(pObject, pShaderUnit);
        } // for
    } // if
} // GLSLUnitSetUniforms
 
#pragma mark -
#pragma mark Private - Utilities - Uniforms - Integer Scalar
 
static inline void GLSLUnitSetUniform1i(const GLint nLocation,
                                        const GLint nValue,
                                        GLSLUnitDataRef pShaderUnit)
{
    glUseProgram(pShaderUnit->mnProgram);
    
    glUniform1i(nLocation, nValue);
    
    glUseProgram(0);
} // GLSLUnitSetUniform1i
 
static inline void GLSLUnitSetUniform2i(const GLint nLocation,
                                        const GLint *pValues,
                                        GLSLUnitDataRef pShaderUnit)
 
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform2i(nLocation,
                    pValues[0],
                    pValues[1]);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform2i
 
static inline void GLSLUnitSetUniform3i(const GLint nLocation,
                                        const GLint *pValues,
                                        GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform3i(nLocation,
                    pValues[0],
                    pValues[1],
                    pValues[2]);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform3i
 
static inline void GLSLUnitSetUniform4i(const GLint nLocation,
                                        const GLint *pValues,
                                        GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform4i(nLocation,
                    pValues[0],
                    pValues[1],
                    pValues[2],
                    pValues[3]);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform4i
 
#pragma mark -
#pragma mark Private - Utilities - Uniforms - Scalar Float
 
static inline void GLSLUnitSetUniform1f(const GLint nLocation,
                                        const GLfloat nValue,
                                        GLSLUnitDataRef pShaderUnit)
{
    glUseProgram(pShaderUnit->mnProgram);
    
    glUniform1f(nLocation, nValue);
    
    glUseProgram(0);
} // GLSLUnitSetUniform1f
 
static inline void GLSLUnitSetUniform2f(const GLint nLocation,
                                        const GLfloat *pValues,
                                        GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform2f(nLocation,
                    pValues[0],
                    pValues[1]);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform2f
 
static inline void GLSLUnitSetUniform3f(const GLint nLocation,
                                        const GLfloat *pValues,
                                        GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform3f(nLocation,
                    pValues[0],
                    pValues[1],
                    pValues[2]);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform3f
 
static inline void GLSLUnitSetUniform4f(const GLint nLocation,
                                        const GLfloat *pValues,
                                        GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform4f(nLocation,
                    pValues[0],
                    pValues[1],
                    pValues[2],
                    pValues[3]);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform4f
 
#pragma mark -
#pragma mark Private - Utilities - Uniforms - Integer Vector
 
static inline void GLSLUnitSetUniform1iv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLint *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform1iv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform1iv
 
static inline void GLSLUnitSetUniform2iv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLint *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform2iv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform2iv
 
static inline void GLSLUnitSetUniform3iv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLint *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform3iv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform3iv
 
static inline void GLSLUnitSetUniform4iv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLint *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform4iv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform4iv
 
#pragma mark -
#pragma mark Private - Utilities - Uniforms - Float Vector
 
static inline void GLSLUnitSetUniform1fv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLfloat *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform1fv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform1fv
 
static inline void GLSLUnitSetUniform2fv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLfloat *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform2fv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform2fv
 
static inline void GLSLUnitSetUniform3fv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLfloat *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform3fv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform3fv
 
static inline void GLSLUnitSetUniform4fv(const GLint nLocation,
                                         const GLsizei nCount,
                                         const GLfloat *pValues,
                                         GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniform4fv(nLocation, nCount, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform4fv
 
#pragma mark -
#pragma mark Private - Utilities - Uniforms - Float Matrix
 
static inline void GLSLUnitSetUniform2x2fv(const GLint nLocation,
                                           const GLsizei nCount,
                                           const GLboolean bTranspose,
                                           const GLfloat *pValues,
                                           GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniformMatrix2fv(nLocation, nCount, bTranspose, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform2x2fv
 
static inline void GLSLUnitSetUniform3x3fv(const GLint nLocation,
                                           const GLsizei nCount,
                                           const GLboolean bTranspose,
                                           const GLfloat *pValues,
                                           GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniformMatrix3fv(nLocation, nCount, bTranspose, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform3x3fv
 
static inline void GLSLUnitSetUniform4x4fv(const GLint nLocation,
                                           const GLsizei nCount,
                                           const GLboolean bTranspose,
                                           const GLfloat *pValues,
                                           GLSLUnitDataRef pShaderUnit)
{
    if(pValues != NULL)
    {
        glUseProgram(pShaderUnit->mnProgram);
        
        glUniformMatrix4fv(nLocation, nCount, bTranspose, pValues);
        
        glUseProgram(0);
    } // if
} // GLSLUnitSetUniform4x4fv
 
#pragma mark -
 
@implementation GLSLUnit
 
#pragma mark -
#pragma mark Public - Designated Initializer
 
- (id) init
{
    [self doesNotRecognizeSelector:_cmd];
    
    return nil;
} // init
 
- (id) initWithDictionary:(NSDictionary *)theDicitionary
{
    self = [super initWithDictionary:theDicitionary];
    
    if(self)
    {
        mpShaderUnit = GLSLUnitCreate(self);
    } // if
    
    return self;
} // initWithVertex
 
- (id) initWithShadersInAppBundle:(NSString *)theName
{
    self = [super initWithShadersInAppBundle:theName];
    
    if(self)
    {
        mpShaderUnit = GLSLUnitCreate(self);
    } // if
    
    return self;
} // initWithShadersInAppBundle
 
#pragma mark -
#pragma mark Public - Destructor
 
- (void) dealloc
{
    // Delete methods
    GLSLUnitDelete(mpShaderUnit);
    
    // Dealloc the superclass
    [super dealloc];
} // dealloc
 
#pragma mark -
#pragma mark Public - Utilities - Samplers
 
- (void) sampler:(const NSString *)theSampler
           value:(const GLuint)theValue
{
    GLSLUnitAcquireSampler(theSampler, theValue, mpShaderUnit);
} // sampler
 
- (void) samplers:(NSDictionary *)theSamplers
{
    GLSLUnitAcquireSamplers(theSamplers, mpShaderUnit);
} // samplers
 
#pragma mark -
#pragma mark Public - Utilities - Uniforms - Integer Scalar
 
- (void) uniform1i:(const GLint)theLocation
             value:(const GLint)theValue
{
    GLSLUnitSetUniform1i(theLocation, theValue, mpShaderUnit);
} // uniform1i
 
- (void) uniform2i:(const GLint)theLocation
            values:(const GLint *)theValues
{
    GLSLUnitSetUniform2i(theLocation, theValues, mpShaderUnit);
} // uniform2i
 
- (void) uniform3i:(const GLint)theLocation
            values:(const GLint *)theValues
{
    GLSLUnitSetUniform3i(theLocation, theValues, mpShaderUnit);
} // uniform3i
 
- (void) uniform4i:(const GLint)theLocation
            values:(const GLint *)theValues
{
    GLSLUnitSetUniform4i(theLocation, theValues, mpShaderUnit);
} // uniform4i
 
#pragma mark -
#pragma mark Public - Utilities - Uniforms - Scalar Float
 
- (void) uniform1f:(const GLint)theLocation
             value:(const GLfloat)theValue
{
    GLSLUnitSetUniform1f(theLocation, theValue, mpShaderUnit);
} // uniform1f
 
- (void) uniform2f:(const GLint)theLocation
            values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform2f(theLocation, theValues, mpShaderUnit);
} // uniform2f
 
- (void) uniform3f:(const GLint)theLocation
            values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform3f(theLocation, theValues, mpShaderUnit);
} // uniform3f
 
- (void) uniform4f:(const GLint)theLocation
            values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform4f(theLocation, theValues, mpShaderUnit);
} // uniform4f
 
#pragma mark -
#pragma mark Public - Utilities - Uniforms - Integer Vector
 
- (void) uniform1iv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLint *)theValues
{
    GLSLUnitSetUniform1iv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform1iv
 
- (void) uniform2iv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLint *)theValues
{
    GLSLUnitSetUniform2iv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform2iv
 
- (void) uniform3iv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLint *)theValues
{
    GLSLUnitSetUniform3iv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform3iv
 
- (void) uniform4iv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLint *)theValues
{
    GLSLUnitSetUniform4iv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform4iv
 
#pragma mark -
#pragma mark Public - Utilities - Uniforms - Float Vector
 
- (void) uniform1fv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform1fv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform1fv
 
- (void) uniform2fv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform2fv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform2fv
 
- (void) uniform3fv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform3fv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform3fv
 
- (void) uniform4fv:(const GLint)theLocation
              count:(const GLsizei)theCount
             values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform4fv(theLocation, theCount, theValues, mpShaderUnit);
} // uniform4fv
 
#pragma mark -
#pragma mark Public - Utilities - Uniforms - Float Matrix
 
- (void) uniform2x2fv:(const GLint)theLocation
                count:(const GLsizei)theCount
             tanspose:(const GLboolean)theFlag
               values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform2x2fv(theLocation, theCount, theFlag, theValues, mpShaderUnit);
} // uniform2x2fv
 
- (void) uniform3x3fv:(const GLint)theLocation
                count:(const GLsizei)theCount
             tanspose:(const GLboolean)theFlag
               values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform3x3fv(theLocation, theCount, theFlag, theValues, mpShaderUnit);
} // uniform3x3fv
 
- (void) uniform4x4fv:(const GLint)theLocation
                count:(const GLsizei)theCount
             tanspose:(const GLboolean)theFlag
               values:(const GLfloat *)theValues
{
    GLSLUnitSetUniform4x4fv(theLocation, theCount, theFlag, theValues, mpShaderUnit);
} // uniform4x4fv
 
#pragma mark -
#pragma mark Public - Utilities -
 
- (void) uniforms:(NSDictionary *)theUniforms
{
    GLSLUnitSetUniforms(theUniforms, mpShaderUnit);
} // uniforms
 
@end