Пример #1
0
		public override void UpdatePassIterationUniforms( Graphics.GpuProgramParameters parms )
		{
			if ( parms.HasPassIterationNumber )
			{
				int index = parms.PassIterationNumberIndex;

				foreach ( var currentUniform in glUniformReferences )
				{
					if ( index == currentUniform.ConstantDef.PhysicalIndex )
					{
						unsafe
						{
							GL.Uniform1( currentUniform.Location, 1, parms.GetFloatPointer( index ).Pointer.ToFloatPointer() );
							GLES2Config.GlCheckError( this );
							//There will only be one multipass entry
							return;
						}
					}
				}
			}
		}
Пример #2
0
		public override void UpdateUniforms( Graphics.GpuProgramParameters parms, int mask, Graphics.GpuProgramType fromProgType )
		{
			foreach ( var currentUniform in glUniformReferences )
			{
				//Only pull values from buffer it's supposed to be in (vertex or fragment)
				//This method will be called twice, once for vertex program params,
				//and once for fragment program params.
				if ( fromProgType == currentUniform.SourceProgType )
				{
					var def = currentUniform.ConstantDef;
					if ( ( (int) def.Variability & mask ) != 0 )
					{
						int glArraySize = def.ArraySize;

						switch ( def.ConstantType )
						{
							case GpuProgramParameters.GpuConstantType.Float1:
								unsafe
								{
									GL.Uniform1( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Float2:
								unsafe
								{
									GL.Uniform2( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Float3:
								unsafe
								{
									GL.Uniform3( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Float4:
								unsafe
								{
									GL.Uniform4( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Matrix_2X2:
								unsafe
								{
									GL.UniformMatrix2( currentUniform.Location, glArraySize, false, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Matrix_3X3:
								unsafe
								{
									GL.UniformMatrix3( currentUniform.Location, glArraySize, false, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Matrix_4X4:
								unsafe
								{
									GL.UniformMatrix4( currentUniform.Location, glArraySize, false, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Int1:
								unsafe
								{
									GL.Uniform1( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Int2:
								unsafe
								{
									GL.Uniform2( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Int3:
								unsafe
								{
									GL.Uniform3( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Int4:
								unsafe
								{
									GL.Uniform4( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
							case GpuProgramParameters.GpuConstantType.Sampler1D:
							case GpuProgramParameters.GpuConstantType.Sampler1DShadow:
							case GpuProgramParameters.GpuConstantType.Sampler2D:
							case GpuProgramParameters.GpuConstantType.Sampler2DShadow:
							case GpuProgramParameters.GpuConstantType.Sampler3D:
							case GpuProgramParameters.GpuConstantType.SamplerCube:
								//samplers handled like 1-elemnt ints
								unsafe
								{
									GL.Uniform1( currentUniform.Location, 1, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
									GLES2Config.GlCheckError( this );
								}
								break;
						}
					}
				}
			}
		}