void GFXD3D9ShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matrixType) { AssertFatal(handle, "Handle is NULL!" ); AssertFatal(handle->isValid(), "Handle is not valid!" ); AssertFatal(dynamic_cast<const GFXD3D9ShaderConstHandle*>(handle), "Incorrect const buffer type!"); const GFXD3D9ShaderConstHandle* h = static_cast<const GFXD3D9ShaderConstHandle*>(handle); AssertFatal(!h->isSampler(), "Handle is sampler constant!" ); AssertFatal(h->mShader == mShader, "Mismatched shaders!"); MatrixF transposed; mat.transposeTo(transposed); if (h->mInstancingConstant) { if ( matrixType == GFXSCT_Float4x4 ) dMemcpy( mInstPtr+h->mPixelHandle.offset, mat, sizeof( mat ) ); // TODO: Support 3x3 and 2x2 matricies? return; } if (h->mVertexConstant) mVertexConstBufferF->set(h->mVertexHandle, transposed, matrixType); if (h->mPixelConstant) mPixelConstBufferF->set(h->mPixelHandle, transposed, matrixType); }
void GFXGLShaderConstBuffer::set(GFXShaderConstHandle* handle, const MatrixF& mat, const GFXShaderConstType matType) { AssertFatal(handle, "GFXGLShaderConstBuffer::set - Handle is NULL!" ); AssertFatal(handle->isValid(), "GFXGLShaderConstBuffer::set - Handle is not valid!" ); AssertFatal(dynamic_cast<GFXGLShaderConstHandle*>(handle), "GFXGLShaderConstBuffer::set - Incorrect const buffer type"); GFXGLShaderConstHandle* _glHandle = static_cast<GFXGLShaderConstHandle*>(handle); AssertFatal(mShader == _glHandle->mShader, "GFXGLShaderConstBuffer::set - Should only set handles which are owned by our shader"); AssertFatal(!_glHandle->mInstancingConstant || matType == GFXSCT_Float4x4, "GFXGLShaderConstBuffer::set - Only support GFXSCT_Float4x4 for instancing"); switch(matType) { case GFXSCT_Float2x2: reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[4]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[5]; break; case GFXSCT_Float3x3: reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[0] = mat[0]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[1] = mat[1]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[2] = mat[2]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[3] = mat[4]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[4] = mat[5]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[5] = mat[6]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[6] = mat[8]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[7] = mat[9]; reinterpret_cast<F32*>(mBuffer + _glHandle->mOffset)[8] = mat[10]; break; case GFXSCT_Float4x4: { if(_glHandle->mInstancingConstant) { MatrixF transposed; mat.transposeTo(transposed); dMemcpy( mInstPtr + _glHandle->mOffset, (const F32*)transposed, sizeof(MatrixF) ); return; } dMemcpy(mBuffer + _glHandle->mOffset, (const F32*)mat, sizeof(MatrixF)); break; } default: AssertFatal(false, "GFXGLShaderConstBuffer::set - Invalid matrix type"); break; } }
void GFXPCD3D9Device::setMatrix( GFXMatrixType mtype, const MatrixF &mat ) { mat.transposeTo( mTempMatrix ); mD3DDevice->SetTransform( (_D3DTRANSFORMSTATETYPE)mtype, (D3DMATRIX *)&mTempMatrix ); }