void Renderer::setShaderConstantArrayStruct(const char *name, const void* constant, const int elementSize, const UINT count) { if (selectedShader != SHADER_NONE) { setShaderConstantRaw(name, constant, elementSize*count); } }
void Renderer::setShaderConstantArray3f(const char *name, const Vec3 *constant, const UINT count) { if(selectedShader != SHADER_NONE) setShaderConstantRaw(name, constant, count * sizeof(Vec3)); }
void Renderer::setShaderConstantArray4x4f(const char *name, const Mat4x4 *constant, const UINT count) { if(selectedShader != SHADER_NONE) setShaderConstantRaw(name, constant, count * sizeof(Mat4x4)); }
void Renderer::setShaderConstantArray1f(const char *name, const float *constant, const UINT count) { if(selectedShader != SHADER_NONE) setShaderConstantRaw(name, constant, count * sizeof(float)); }
void Renderer::setShaderConstant4x4f(const char *name, const Mat4x4 &constant) { if(selectedShader != SHADER_NONE) setShaderConstantRaw(name, &constant, sizeof(constant)); }
void Renderer::setShaderConstantArray4x4f(const char *name, const mat4 *constant, const uint count){ ASSERT(selectedShader != SHADER_NONE); setShaderConstantRaw(name, constant, count * sizeof(mat4)); }
void Renderer::setShaderConstantArray1f(const char *name, const float *constant, const uint count){ ASSERT(selectedShader != SHADER_NONE); setShaderConstantRaw(name, constant, count * sizeof(float)); }
void Renderer::setShaderConstant4x4f(const char *name, const mat4 &constant){ ASSERT(selectedShader != SHADER_NONE); setShaderConstantRaw(name, &constant, sizeof(constant)); }