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));
}
Esempio n. 6
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void Renderer::setShaderConstantArray4x4f(const char *name, const mat4 *constant, const uint count){
	ASSERT(selectedShader != SHADER_NONE);
	setShaderConstantRaw(name, constant, count * sizeof(mat4));
}
Esempio n. 7
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void Renderer::setShaderConstantArray1f(const char *name, const float *constant, const uint count){
	ASSERT(selectedShader != SHADER_NONE);
	setShaderConstantRaw(name, constant, count * sizeof(float));
}
Esempio n. 8
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void Renderer::setShaderConstant4x4f(const char *name, const mat4 &constant){
	ASSERT(selectedShader != SHADER_NONE);
	setShaderConstantRaw(name, &constant, sizeof(constant));
}