コード例 #1
0
ファイル: ARBGpuProgram.cs プロジェクト: ryan-bunker/axiom3d
		public override void BindProgramParameters( GpuProgramParameters parms, GpuProgramParameters.GpuParamVariability mask )
		{
			var type = programType;

			// only supports float constants
			var floatStruct = parms.FloatLogicalBufferStruct;

			foreach ( var i in floatStruct.Map )
			{
				if ( ( i.Value.Variability & mask ) != 0 )
				{
					var logicalIndex = i.Key;
					var pFloat = parms.GetFloatConstantList();
					var ptr = i.Value.PhysicalIndex;
					{
						for ( var j = 0; j < i.Value.CurrentSize; j += 4 )
						{
							var x = pFloat[ ptr + j ];
							var y = pFloat[ ptr + j + 1 ];
							var z = pFloat[ ptr + j + 2 ];
							var w = pFloat[ ptr + j + 3 ];
							Gl.glProgramLocalParameter4fARB( type, logicalIndex, x, y, z, w );
							++logicalIndex;
						}
					}
				}
			}
		}
コード例 #2
0
		public override void BindProgramParameters( GpuProgramParameters parms, GpuProgramParameters.GpuParamVariability mask )
		{
			// Register combiners uses 2 constants per texture stage (0 and 1)
			// We have stored these as (stage * 2) + const_index in the physical buffer
			// There are no other parameters in a register combiners shader
			var floatList = parms.GetFloatConstantList();
			var index = 0;

			for ( var i = 0; i < floatList.Length; ++i, ++index )
			{
				var combinerStage = Gl.GL_COMBINER0_NV + ( index/2 );
				var pname = Gl.GL_CONSTANT_COLOR0_NV + ( index%2 );

				Gl.glCombinerStageParameterfvNV( combinerStage, pname, ref floatList[ i ] );
			}
		}