added queuing push and pop logic and having fun with c# integration
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@@ -22,12 +22,19 @@ namespace OpenEngine {
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virtual void Unbind() const override;
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// utility uniform functions
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virtual void SetBool(const std::string &name, bool value) const;
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virtual void SetInt(const std::string &name, int value) const;
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virtual void SetFloat(const std::string &name, float value) const;
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virtual void SetMat4(const std::string &name, const glm::mat4& value) const;
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virtual void SetVec3(const std::string &name, const glm::vec3& value) const;
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void UploadBool(const std::string &name, bool value) const;
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void UploadInt(const std::string &name, int value) const;
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void UploadFloat(const std::string &name, float value) const;
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void UploadMat4(const std::string &name, const glm::mat4& value) const;
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void UploadVec3(const std::string &name, const glm::vec3& value) const;
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void UploadVec4(const std::string &name, const glm::vec4& value) const;
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virtual void SetBool(const std::string &name, bool value) const override;
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virtual void SetInt(const std::string &name, int value) const override;
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virtual void SetFloat(const std::string &name, float value) const override;
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virtual void SetMat4(const std::string &name, const glm::mat4& value) const override;
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virtual void SetVec3(const std::string &name, const glm::vec3& value) const override;
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virtual void SetVec4(const std::string &name, const glm::vec4& value) const override;
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private:
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std::string ReadFile(const std::string& shader_path);
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