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Searched refs:parameter (Results 1 – 5 of 5) sorted by relevance

/NW4C-1.2.23/include/nw/gfx/
Dgfx_ShaderProgram.h401 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()
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Dgfx_MaterialState.h421 …for ( ResShaderParameterArrayConst::const_iterator parameter = material.GetShaderParameters().begi… in ActivateShaderParameter() local
422 parameter != end; ++parameter ) in ActivateShaderParameter()
424 int symbolIndex = (*parameter).GetSymbolIndex(); in ActivateShaderParameter()
434 … shaderProgram->SetUserGeometryUniform(shaderSymbol.GetLocation(), (*parameter).GetParameter()); in ActivateShaderParameter()
438 … shaderProgram->SetUserVertexUniform(shaderSymbol.GetLocation(), (*parameter).GetParameter()); in ActivateShaderParameter()
Dgfx_Model.h588 void SetUserParameter(Type parameter) in SetUserParameter() argument
591 m_UserParameter = *reinterpret_cast<u32*>(&parameter); in SetUserParameter()
/NW4C-1.2.23/sources/libraries/gfx/res/
Dgfx_ResMaterial.cpp361 ResShaderParameter parameter = this->GetShaderParameters(parameterIndex); in CacheUserUniformIndex() local
362 if (parameter.IsValid()) in CacheUserUniformIndex()
364 const char* name = parameter.GetName(); in CacheUserUniformIndex()
374 parameter.SetSymbolIndex(symbolIndex); in CacheUserUniformIndex()
/NW4C-1.2.23/tools/CsdrUpdater/
Dreadme.txt86 or if there is no corresponding uniform value for the shader parameter.