Lines Matching refs:parameter

404     void SetUserUniform(GLint location, ResShaderParameterValue parameter) const  in SetUserUniform()  argument
406 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserUniform()
408 glUniform1iv(location, 1, reinterpret_cast<GLint*>(parameter.GetValueS32())); in SetUserUniform()
410 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserUniform()
412 glUniform1fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
414 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserUniform()
416 glUniform2fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
418 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserUniform()
420 glUniform3fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
422 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT4) in SetUserUniform()
424 glUniform4fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
434 void SetUserVertexUniform(s32 index, ResShaderParameterValue parameter) const in SetUserVertexUniform() argument
436 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserVertexUniform()
438 this->SetVertexUniformBool(index, parameter.GetValueBool()); in SetUserVertexUniform()
440 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserVertexUniform()
442 internal::NWSetVertexUniform1fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
444 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserVertexUniform()
446 internal::NWSetVertexUniform2fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
448 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserVertexUniform()
450 internal::NWSetVertexUniform3fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
452 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT4) in SetUserVertexUniform()
454 internal::NWSetVertexUniform4fv(index, 1, parameter.GetValueF32()); in SetUserVertexUniform()
463 void SetUserGeometryUniform(s32 index, ResShaderParameterValue parameter) const in SetUserGeometryUniform() argument
465 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserGeometryUniform()
467 this->SetGeometryUniformBool(index, parameter.GetValueBool()); in SetUserGeometryUniform()
469 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserGeometryUniform()
471 internal::NWSetGeometryUniform1fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()
473 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserGeometryUniform()
475 internal::NWSetGeometryUniform2fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()
477 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserGeometryUniform()
479 internal::NWSetGeometryUniform3fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()
481 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT4) in SetUserGeometryUniform()
483 internal::NWSetGeometryUniform4fv(index, 1, parameter.GetValueF32()); in SetUserGeometryUniform()