//-----------------------------------------------------------------------
    void GLSLESProgramPipeline::updatePassIterationUniforms(GpuProgramParametersSharedPtr params)
    {
        if (params->hasPassIterationNumber())
        {
            size_t index = params->getPassIterationNumberIndex();
            
            GLUniformReferenceIterator currentUniform = mGLUniformReferences.begin();
            GLUniformReferenceIterator endUniform = mGLUniformReferences.end();
            
            // Need to find the uniform that matches the multi pass entry
            for (;currentUniform != endUniform; ++currentUniform)
            {
                // Get the index in the parameter real list
                if (index == currentUniform->mConstantDef->physicalIndex)
                {
#if OGRE_PLATFORM != OGRE_PLATFORM_NACL
                    GLuint progID = 0;
                    if (getVertexProgram() && currentUniform->mSourceProgType == GPT_VERTEX_PROGRAM)
                    {
                        progID = getVertexProgram()->getGLProgramHandle();
                        OGRE_CHECK_GL_ERROR(glProgramUniform1fvEXT(progID, currentUniform->mLocation, 1, params->getFloatPointer(index)));
                    }
                    
                    if (mFragmentProgram && currentUniform->mSourceProgType == GPT_FRAGMENT_PROGRAM)
                    {
                        progID = mFragmentProgram->getGLProgramHandle();
                        OGRE_CHECK_GL_ERROR(glProgramUniform1fvEXT(progID, currentUniform->mLocation, 1, params->getFloatPointer(index)));
                    }
#endif
                    // There will only be one multipass entry
                    return;
                }
            }
        }
    }
void ATI_FS_GLGpuProgram::bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params)
{
	if (params->hasPassIterationNumber())
	{
		size_t physicalIndex = params->getPassIterationNumberIndex();
		size_t logicalIndex = params->getFloatLogicalIndexForPhysicalIndex(physicalIndex);
		const float* pFloat = params->getFloatPointer(physicalIndex);
		glSetFragmentShaderConstantATI( GL_CON_0_ATI + (GLuint)logicalIndex, pFloat);
	}
}
    void GLSLSeparableProgram::updatePassIterationUniforms(GpuProgramParametersSharedPtr params)
    {
        if (params->hasPassIterationNumber())
        {
            size_t index = params->getPassIterationNumberIndex();

            GLUniformReferenceIterator currentUniform = mGLUniformReferences.begin();
            GLUniformReferenceIterator endUniform = mGLUniformReferences.end();

            // Need to find the uniform that matches the multi pass entry
            for (;currentUniform != endUniform; ++currentUniform)
            {
                // Get the index in the parameter real list
                if (index == currentUniform->mConstantDef->physicalIndex)
                {
                    GLuint progID = 0;
                    if (mVertexShader && currentUniform->mSourceProgType == GPT_VERTEX_PROGRAM)
                    {
                        progID = mVertexShader->getGLProgramHandle();
                    }

                    if (mFragmentShader && currentUniform->mSourceProgType == GPT_FRAGMENT_PROGRAM)
                    {
                        progID = mFragmentShader->getGLProgramHandle();
                    }

                    if (mGeometryShader && currentUniform->mSourceProgType == GPT_GEOMETRY_PROGRAM)
                    {
                        progID = mGeometryShader->getGLProgramHandle();
                    }

                    if (mDomainShader && currentUniform->mSourceProgType == GPT_DOMAIN_PROGRAM)
                    {
                        progID = mDomainShader->getGLProgramHandle();
                    }

                    if (mHullShader && currentUniform->mSourceProgType == GPT_HULL_PROGRAM)
                    {
                        progID = mHullShader->getGLProgramHandle();
                    }

                    if (mComputeShader && currentUniform->mSourceProgType == GPT_COMPUTE_PROGRAM)
                    {
                        progID = mComputeShader->getGLProgramHandle();
                    }

                    OGRE_CHECK_GL_ERROR(glProgramUniform1fv(progID, currentUniform->mLocation, 1, params->getFloatPointer(index)));

                    // There will only be one multipass entry
                    return;
                }
            }
        }
    }
Example #4
0
void GLArbGpuProgram::bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params)
{
    if (params->hasPassIterationNumber())
    {
		GLenum type = getGLShaderType(mType);

		size_t physicalIndex = params->getPassIterationNumberIndex();
		size_t logicalIndex = params->getFloatLogicalIndexForPhysicalIndex(physicalIndex);
		const float* pFloat = params->getFloatPointer(physicalIndex);
        glProgramLocalParameter4fvARB(type, (GLuint)logicalIndex, pFloat);
    }

}
Example #5
0
void GLArbGpuProgram::bindProgramPassIterationParameters(GpuProgramParametersSharedPtr params)
{
    if (params->hasPassIterationNumber())
    {
		GLenum type = (mType == GPT_VERTEX_PROGRAM) ? 
			GL_VERTEX_PROGRAM_ARB : GL_FRAGMENT_PROGRAM_ARB;

		size_t physicalIndex = params->getPassIterationNumberIndex();
		size_t logicalIndex = params->getFloatLogicalIndexForPhysicalIndex(physicalIndex);
		const float* pFloat = params->getFloatPointer(physicalIndex);
        glProgramLocalParameter4fvARB(type, (GLuint)logicalIndex, pFloat);
    }

}
	//-----------------------------------------------------------------------
	void GLSLLinkProgram::updatePassIterationUniforms(GpuProgramParametersSharedPtr params)
	{
		if (params->hasPassIterationNumber())
		{
			size_t index = params->getPassIterationNumberIndex();

			GLUniformReferenceIterator currentUniform = mGLUniformReferences.begin();
			GLUniformReferenceIterator endUniform = mGLUniformReferences.end();

			// Need to find the uniform that matches the multi pass entry
			for (;currentUniform != endUniform; ++currentUniform)
			{
				// Get the index in the parameter real list
				if (index == currentUniform->mConstantDef->physicalIndex)
				{
					OGRE_CHECK_GL_ERROR(glUniform1fv(currentUniform->mLocation, 1, params->getFloatPointer(index)));
					// There will only be one multipass entry
					return;
				}
			}
		}
    }