/// <summary>
/// Updates program object uniforms using data from GpuProgramParameters.
/// normally called by GLSLGpuProgram.BindParameters() just before rendering occurs.
/// </summary>
/// <param name="parameters">GPU Parameters to use to update the uniforms params.</param>
public void UpdateUniforms(GpuProgramParameters parameters)
{
for(int i = 0; i < uniformReferences.Count; i++) {
UniformReference uniformRef = (UniformReference)uniformReferences[i];
GpuProgramParameters.FloatConstantEntry currentFloatEntry = null;
GpuProgramParameters.IntConstantEntry currentIntEntry = null;
if(uniformRef.isFloat) {
currentFloatEntry = parameters.GetNamedFloatConstant(uniformRef.name);
if(currentFloatEntry != null) {
if(currentFloatEntry.isSet) {
switch(uniformRef.elementCount) {
case 1:
Gl.glUniform1fvARB(uniformRef.location, 1, currentFloatEntry.val);
break;
case 2:
Gl.glUniform2fvARB(uniformRef.location, 1, currentFloatEntry.val);
break;
case 3:
Gl.glUniform3fvARB(uniformRef.location, 1, currentFloatEntry.val);
break;
case 4:
Gl.glUniform4fvARB(uniformRef.location, 1, currentFloatEntry.val);
break;
} // end switch
}
}
}
else {
currentIntEntry = parameters.GetNamedIntConstant(uniformRef.name);
if(currentIntEntry != null) {
if(currentIntEntry.isSet) {
switch(uniformRef.elementCount) {
case 1:
Gl.glUniform1ivARB(uniformRef.location, 1, currentIntEntry.val);
break;
case 2:
Gl.glUniform2ivARB(uniformRef.location, 1, currentIntEntry.val);
break;
case 3:
Gl.glUniform3ivARB(uniformRef.location, 1, currentIntEntry.val);
break;
case 4:
Gl.glUniform4ivARB(uniformRef.location, 1, currentIntEntry.val);
break;
} // end switch
}
}
}
}
}