/*
- * Copyright (c) 2023 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2024 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{
static const std::vector<UniformData> UNIFORMS =
{
+ UniformData("uColor", Property::Type::VECTOR4),
UniformData("uRendererColor", Property::Type::FLOAT),
UniformData("uCustom", Property::Type::INTEGER),
UniformData("uCustom3", Property::Type::VECTOR3),
UniformData("sTexture", Property::Type::FLOAT),
UniformData("sTextureRect", Property::Type::FLOAT),
UniformData("sGloss", Property::Type::FLOAT),
- UniformData("uColor", Property::Type::VECTOR4),
UniformData("uActorColor", Property::Type::VECTOR4),
UniformData("uModelMatrix", Property::Type::MATRIX),
UniformData("uModelView", Property::Type::MATRIX),
mDefaultUniformBlock.members.clear();
int offset = 0;
- for(const auto& data : UNIFORMS)
- {
- mDefaultUniformBlock.members.emplace_back();
- auto& item = mDefaultUniformBlock.members.back();
- item.name = data.name;
- item.binding = 0;
- item.offsets.push_back(offset);
- item.locations.push_back(gl.GetUniformLocation(programId, data.name.c_str()));
- item.bufferIndex = 0;
- item.uniformClass = Graphics::UniformClass::UNIFORM;
- item.type = data.type;
- offset += GetSizeForType(data.type);
- }
for(const auto& data : mCustomUniforms)
{
offset += GetSizeForType(data.type);
}
}
+
+ for(const auto& data : UNIFORMS)
+ {
+ mDefaultUniformBlock.members.emplace_back();
+ auto& item = mDefaultUniformBlock.members.back();
+ item.name = data.name;
+ item.binding = 0;
+ item.offsets.push_back(offset);
+ item.locations.push_back(gl.GetUniformLocation(programId, data.name.c_str()));
+ item.bufferIndex = 0;
+ item.uniformClass = Graphics::UniformClass::UNIFORM;
+ item.type = data.type;
+ offset += GetSizeForType(data.type);
+ }
+
mDefaultUniformBlock.size = offset;
mUniformBlocks.push_back(mDefaultUniformBlock);
out.members[i].uniformClass = Graphics::UniformClass::UNIFORM;
out.members[i].offset = memberUniform.offsets[0];
out.members[i].location = memberUniform.locations[0];
+ out.members[i].elementCount = memberUniform.numElements;
}
return true;