diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2017-08-04 16:12:16 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2017-08-10 10:41:27 +0000 |
commit | e2e1a7986f92f76a2a2e79f911248de604af382f (patch) | |
tree | 46d18a7e9c6a574073742ba9aa76428624e854b6 /src/render/graphicshelpers/graphicscontext.cpp | |
parent | c74ce04b4f3d25c21ccea6b836d30b4dbda2b6c0 (diff) |
Extend standard uniforms to cover skinningPalette
This requires obtaining the skinning palette uniform from the entity.
Up until now the standard uniforms only needed the entity's world
transform. Now we need more, refactor the affected functions to pass in
a pointer to the entity we are creating render commands for.
Change-Id: Iba3c34159e798857682b9962266da1367ce9095c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/graphicshelpers/graphicscontext.cpp')
-rw-r--r-- | src/render/graphicshelpers/graphicscontext.cpp | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/src/render/graphicshelpers/graphicscontext.cpp b/src/render/graphicshelpers/graphicscontext.cpp index 6473fee76..e480d0aa7 100644 --- a/src/render/graphicshelpers/graphicscontext.cpp +++ b/src/render/graphicshelpers/graphicscontext.cpp @@ -1301,100 +1301,100 @@ void GraphicsContext::applyUniform(const ShaderUniform &description, const Unifo if (v.storedType() == Int) { float value = float(*v.constData<int>()); UniformValue floatV(value); - applyUniformHelper<UniformType::Float>(description.m_location, description.m_size, floatV); + applyUniformHelper<UniformType::Float>(description, floatV); } else { - applyUniformHelper<UniformType::Float>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Float>(description, v); } break; case UniformType::Vec2: - applyUniformHelper<UniformType::Vec2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Vec2>(description, v); break; case UniformType::Vec3: - applyUniformHelper<UniformType::Vec3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Vec3>(description, v); break; case UniformType::Vec4: - applyUniformHelper<UniformType::Vec4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Vec4>(description, v); break; case UniformType::Double: - applyUniformHelper<UniformType::Double>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Double>(description, v); break; case UniformType::DVec2: - applyUniformHelper<UniformType::DVec2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::DVec2>(description, v); break; case UniformType::DVec3: - applyUniformHelper<UniformType::DVec3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::DVec3>(description, v); break; case UniformType::DVec4: - applyUniformHelper<UniformType::DVec4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::DVec4>(description, v); break; case UniformType::Sampler: case UniformType::Int: - applyUniformHelper<UniformType::Int>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Int>(description, v); break; case UniformType::IVec2: - applyUniformHelper<UniformType::IVec2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::IVec2>(description, v); break; case UniformType::IVec3: - applyUniformHelper<UniformType::IVec3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::IVec3>(description, v); break; case UniformType::IVec4: - applyUniformHelper<UniformType::IVec4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::IVec4>(description, v); break; case UniformType::UInt: - applyUniformHelper<UniformType::UInt>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::UInt>(description, v); break; case UniformType::UIVec2: - applyUniformHelper<UniformType::UIVec2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::UIVec2>(description, v); break; case UniformType::UIVec3: - applyUniformHelper<UniformType::UIVec3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::UIVec3>(description, v); break; case UniformType::UIVec4: - applyUniformHelper<UniformType::UIVec4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::UIVec4>(description, v); break; case UniformType::Bool: - applyUniformHelper<UniformType::Bool>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Bool>(description, v); break; case UniformType::BVec2: - applyUniformHelper<UniformType::BVec2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::BVec2>(description, v); break; case UniformType::BVec3: - applyUniformHelper<UniformType::BVec3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::BVec3>(description, v); break; case UniformType::BVec4: - applyUniformHelper<UniformType::BVec4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::BVec4>(description, v); break; case UniformType::Mat2: - applyUniformHelper<UniformType::Mat2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat2>(description, v); break; case UniformType::Mat3: - applyUniformHelper<UniformType::Mat3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat3>(description, v); break; case UniformType::Mat4: - applyUniformHelper<UniformType::Mat4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat4>(description, v); break; case UniformType::Mat2x3: - applyUniformHelper<UniformType::Mat2x3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat2x3>(description, v); break; case UniformType::Mat3x2: - applyUniformHelper<UniformType::Mat3x2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat3x2>(description, v); break; case UniformType::Mat2x4: - applyUniformHelper<UniformType::Mat2x4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat2x4>(description, v); break; case UniformType::Mat4x2: - applyUniformHelper<UniformType::Mat4x2>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat4x2>(description, v); break; case UniformType::Mat3x4: - applyUniformHelper<UniformType::Mat3x4>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat3x4>(description, v); break; case UniformType::Mat4x3: - applyUniformHelper<UniformType::Mat4x3>(description.m_location, description.m_size, v); + applyUniformHelper<UniformType::Mat4x3>(description, v); break; default: |