make some changes to opengl api gen, discussing on rewrite of all opengl binding, making it neat and structral

This commit is contained in:
Youmu Liu
2026-08-25 17:33:45 +08:00
parent 708a915549
commit 65041ff8bc
63 changed files with 14404 additions and 8851 deletions
@@ -5,11 +5,6 @@
// SPDX-License-Identifier: MIT
// -----------------------------------------------------------------------------
using StgSharp.Graphics;
using StgSharp.Mathematics.Graphics;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
namespace StgSharp.Graphics.OpenGL
{
public class Uniform
@@ -120,86 +115,4 @@ namespace StgSharp.Graphics.OpenGL
}
public unsafe partial class OpenGLFunction
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull] Uniform<GraphicsMatrix> uniform,
GraphicsMatrix mat
)
{
Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, (byte)0, (float*)&mat);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull]Uniform<float, float, float, float> uniform,
Vec4 vec
)
{
Context.glUniform1fv(uniform.id.SignedValue, 4, (float*)&vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull]Uniform<Vec4> uniform,
Vec4 vec
)
{
Context.glUniform1fv(uniform.id.SignedValue, 4, (float*)&vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull]Uniform<float> uniform,
float v0
)
{
Context.glUniform1f(uniform.id.SignedValue, v0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull]Uniform<int> uniform,
int i0
)
{
Context.glUniform1i(uniform.id.SignedValue, i0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull] Uniform<float, float> uniform,
float v0,
float v1
)
{
Context.glUniform2f(uniform.id.SignedValue, v0, v1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull] Uniform<float, float, float> uniform,
float v0,
float v1,
float v2
)
{
Context.glUniform3f(uniform.id.SignedValue, v0, v1, v2);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull] Uniform<float, float, float, float> uniform,
float v0,
float v1,
float v2,
float v3
)
{
Context.glUniform4f(uniform.id.SignedValue, v0, v1, v2, v3);
}
}
}
}