Searched refs:parameter (Results 1 – 5 of 5) sorted by relevance
| /NW4C-2.0.3/include/nw/gfx/ |
| D | gfx_ShaderProgram.h | 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() [all …]
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| D | gfx_MaterialState.h | 423 …for ( ResShaderParameterArrayConst::const_iterator parameter = material.GetShaderParameters().begi… in ActivateShaderParameter() local 424 parameter != end; ++parameter ) in ActivateShaderParameter() 426 int symbolIndex = (*parameter).GetSymbolIndex(); in ActivateShaderParameter() 436 … shaderProgram->SetUserGeometryUniform(shaderSymbol.GetLocation(), (*parameter).GetParameter()); in ActivateShaderParameter() 440 … shaderProgram->SetUserVertexUniform(shaderSymbol.GetLocation(), (*parameter).GetParameter()); in ActivateShaderParameter()
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| D | gfx_Model.h | 604 void SetUserParameter(Type parameter) in SetUserParameter() argument 607 m_UserParameter = *reinterpret_cast<u32*>(¶meter); in SetUserParameter()
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| /NW4C-2.0.3/sources/libraries/gfx/res/ |
| D | gfx_ResMaterial.cpp | 419 ResShaderParameter parameter = this->GetShaderParameters(parameterIndex); in CacheUserUniformIndex() local 420 if (parameter.IsValid()) in CacheUserUniformIndex() 422 const char* name = parameter.GetName(); in CacheUserUniformIndex() 432 parameter.SetSymbolIndex(symbolIndex); in CacheUserUniformIndex()
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| /NW4C-2.0.3/tools/CsdrUpdater/ |
| D | readme.txt | 84 …ined value is not being used or if there is no uniform value corresponding to the shader parameter.
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