コード例 #1
0
ファイル: Renderer.cpp プロジェクト: gitter-badger/Bonzomatic
 void SetShaderConstant( char * szConstName, float x )
 {
   GLint location = glGetUniformLocation( theShader, szConstName );
   if ( location != -1 )
   {
     glProgramUniform1fEXT( theShader, location, x );
   }
 }
コード例 #2
0
	//[-------------------------------------------------------]
	//[ Public virtual Renderer::IProgram methods             ]
	//[-------------------------------------------------------]
	void ProgramSeparateDsa::setUniform1f(handle uniformHandle, float value)
	{
		if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access())
		{
			glProgramUniform1f(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), value);
		}
		else
		{
			glProgramUniform1fEXT(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), value);
		}
	}
コード例 #3
0
	//[-------------------------------------------------------]
	//[ Public virtual Renderer::IProgram methods             ]
	//[-------------------------------------------------------]
	void ProgramMonolithicDsa::setUniform1f(handle uniformHandle, float value)
	{
		if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access())
		{
			glProgramUniform1f(mOpenGLProgram, static_cast<GLint>(uniformHandle), value);
		}
		else
		{
			glProgramUniform1fEXT(mOpenGLProgram, static_cast<GLint>(uniformHandle), value);
		}
	}
JNIEXPORT void JNICALL Java_org_lwjgl_opengles_EXTSeparateShaderObjects_glProgramUniform1fEXT(JNIEnv *__env, jclass clazz, jint program, jint location, jfloat v0) {
    glProgramUniform1fEXTPROC glProgramUniform1fEXT = (glProgramUniform1fEXTPROC)tlsGetFunction(493);
    UNUSED_PARAM(clazz)
    glProgramUniform1fEXT(program, location, v0);
}