Fixing uniform binding for fragment shader.
Updating the glsl fragment shader to color the lights.

Change-Id: I6f850d1aa22059a2974e379f652f7e99d6a799fb
diff --git a/rsProgram.cpp b/rsProgram.cpp
index c4f8b2e..6041db8 100644
--- a/rsProgram.cpp
+++ b/rsProgram.cpp
@@ -241,7 +241,129 @@
     mUserShader.setTo(txt, len);
 }
 
+void Program::appendUserConstants() {
+    for (uint32_t ct=0; ct < mConstantCount; ct++) {
+        const Element *e = mConstantTypes[ct]->getElement();
+        for (uint32_t field=0; field < e->getFieldCount(); field++) {
+            const Element *f = e->getField(field);
+            const char *fn = e->getFieldName(field);
 
+            if (fn[0] == '#') {
+                continue;
+            }
+
+            // Cannot be complex
+            rsAssert(!f->getFieldCount());
+            if(f->getType() == RS_TYPE_MATRIX_4X4) {
+                mShader.append("uniform mat4 UNI_");
+            }
+            else if(f->getType() == RS_TYPE_MATRIX_3X3) {
+                mShader.append("uniform mat3 UNI_");
+            }
+            else if(f->getType() == RS_TYPE_MATRIX_2X2) {
+                mShader.append("uniform mat2 UNI_");
+            }
+            else {
+                switch(f->getComponent().getVectorSize()) {
+                case 1: mShader.append("uniform float UNI_"); break;
+                case 2: mShader.append("uniform vec2 UNI_"); break;
+                case 3: mShader.append("uniform vec3 UNI_"); break;
+                case 4: mShader.append("uniform vec4 UNI_"); break;
+                default:
+                    rsAssert(0);
+                }
+            }
+
+            mShader.append(fn);
+            mShader.append(";\n");
+        }
+    }
+}
+
+void Program::setupUserConstants(ShaderCache *sc, bool isFragment) {
+    uint32_t uidx = 1;
+    for (uint32_t ct=0; ct < mConstantCount; ct++) {
+        Allocation *alloc = mConstants[ct+1].get();
+        if (!alloc) {
+            continue;
+        }
+
+        const uint8_t *data = static_cast<const uint8_t *>(alloc->getPtr());
+        const Element *e = mConstantTypes[ct]->getElement();
+        for (uint32_t field=0; field < e->getFieldCount(); field++) {
+            const Element *f = e->getField(field);
+            const char *fieldName = e->getFieldName(field);
+            // If this field is padding, skip it
+            if(fieldName[0] == '#') {
+                continue;
+            }
+
+            uint32_t offset = e->getFieldOffsetBytes(field);
+            const float *fd = reinterpret_cast<const float *>(&data[offset]);
+
+            int32_t slot = -1;
+            if(!isFragment) {
+                slot = sc->vtxUniformSlot(uidx);
+            }
+            else {
+                slot = sc->fragUniformSlot(uidx);
+            }
+
+            //LOGE("Uniform  slot=%i, offset=%i, constant=%i, field=%i, uidx=%i, name=%s", slot, offset, ct, field, uidx, fieldName);
+            if (slot >= 0) {
+                if(f->getType() == RS_TYPE_MATRIX_4X4) {
+                    glUniformMatrix4fv(slot, 1, GL_FALSE, fd);
+                }
+                else if(f->getType() == RS_TYPE_MATRIX_3X3) {
+                    glUniformMatrix3fv(slot, 1, GL_FALSE, fd);
+                }
+                else if(f->getType() == RS_TYPE_MATRIX_2X2) {
+                    glUniformMatrix2fv(slot, 1, GL_FALSE, fd);
+                }
+                else {
+                    switch(f->getComponent().getVectorSize()) {
+                    case 1:
+                        //LOGE("Uniform 1 = %f", fd[0]);
+                        glUniform1fv(slot, 1, fd);
+                        break;
+                    case 2:
+                        //LOGE("Uniform 2 = %f %f", fd[0], fd[1]);
+                        glUniform2fv(slot, 1, fd);
+                        break;
+                    case 3:
+                        //LOGE("Uniform 3 = %f %f %f", fd[0], fd[1], fd[2]);
+                        glUniform3fv(slot, 1, fd);
+                        break;
+                    case 4:
+                        //LOGE("Uniform 4 = %f %f %f %f", fd[0], fd[1], fd[2], fd[3]);
+                        glUniform4fv(slot, 1, fd);
+                        break;
+                    default:
+                        rsAssert(0);
+                    }
+                }
+            }
+            uidx ++;
+        }
+    }
+}
+
+void Program::initAddUserElement(const Element *e, String8 *names, uint32_t *count, const char *prefix)
+{
+    rsAssert(e->getFieldCount());
+    for (uint32_t ct=0; ct < e->getFieldCount(); ct++) {
+        const Element *ce = e->getField(ct);
+        if (ce->getFieldCount()) {
+            initAddUserElement(ce, names, count, prefix);
+        }
+        else if(e->getFieldName(ct)[0] != '#') {
+            String8 tmp(prefix);
+            tmp.append(e->getFieldName(ct));
+            names[*count].setTo(tmp.string());
+            (*count)++;
+        }
+    }
+}
 
 namespace android {
 namespace renderscript {