Lines Matching refs:parameter

401     void SetUserUniform(GLint location, ResShaderParameterValue parameter) const  in SetUserUniform()  argument
403 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserUniform()
405 glUniform1iv(location, 1, reinterpret_cast<GLint*>(parameter.GetValueS32())); in SetUserUniform()
407 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserUniform()
409 glUniform1fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
411 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserUniform()
413 glUniform2fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
415 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserUniform()
417 glUniform3fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
419 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT4) in SetUserUniform()
421 glUniform4fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
431 void SetUserVertexUniform(s32 index, ResShaderParameterValue parameter) const in SetUserVertexUniform() argument
433 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserVertexUniform()
435 this->SetVertexUniformBool(index, parameter.GetValueBool()); in SetUserVertexUniform()
437 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserVertexUniform()
439 internal::NWSetVertexUniform1fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
441 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserVertexUniform()
443 internal::NWSetVertexUniform2fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
445 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserVertexUniform()
447 internal::NWSetVertexUniform3fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
449 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT4) in SetUserVertexUniform()
451 internal::NWSetVertexUniform4fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
460 void SetUserGeometryUniform(s32 index, ResShaderParameterValue parameter) const in SetUserGeometryUniform() argument
462 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserGeometryUniform()
464 this->SetGeometryUniformBool(index, parameter.GetValueBool()); in SetUserGeometryUniform()
466 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserGeometryUniform()
468 internal::NWSetGeometryUniform1fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()
470 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserGeometryUniform()
472 internal::NWSetGeometryUniform2fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()
474 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserGeometryUniform()
476 internal::NWSetGeometryUniform3fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()
478 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT4) in SetUserGeometryUniform()
480 internal::NWSetGeometryUniform4fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()