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

/NW4C-1.3.3/include/nw/gfx/
Dgfx_ShaderProgram.h402 void SetUserUniform(GLint location, ResShaderParameterValue parameter) const in SetUserUniform() argument
404 if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_BOOL1) in SetUserUniform()
406 glUniform1iv(location, 1, reinterpret_cast<GLint*>(parameter.GetValueS32())); in SetUserUniform()
408 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT1) in SetUserUniform()
410 glUniform1fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
412 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT2) in SetUserUniform()
414 glUniform2fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
416 else if (parameter.GetUniformType() == ResShaderParameterValue::TYPE_FLOAT3) in SetUserUniform()
418 glUniform3fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
420 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.h602 void SetUserParameter(Type parameter) in SetUserParameter() argument
605 m_UserParameter = *reinterpret_cast<u32*>(&parameter); in SetUserParameter()
/NW4C-1.3.3/sources/libraries/gfx/res/
Dgfx_ResMaterial.cpp411 ResShaderParameter parameter = this->GetShaderParameters(parameterIndex); in CacheUserUniformIndex() local
412 if (parameter.IsValid()) in CacheUserUniformIndex()
414 const char* name = parameter.GetName(); in CacheUserUniformIndex()
424 parameter.SetSymbolIndex(symbolIndex); in CacheUserUniformIndex()
/NW4C-1.3.3/tools/CsdrUpdater/
Dreadme.txt84 …ined value is not being used or if there is no uniform value corresponding to the shader parameter.