Daily update 2 on 20240228 by nitload youmu
This commit is contained in:
@@ -0,0 +1,68 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="IglConvertable.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.ShaderEdit
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{
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public interface IglConvertable
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{
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/// <summary>
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///
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/// </summary>
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public void DisplayGLtypeDefinition();
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/// <summary>
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///
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/// </summary>
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public void GainAllUniforms(
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ShaderProgram source,
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params string[] uniformName );
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/// <summary>
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///
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/// </summary>
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/// <returns></returns>
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public ShaderStruct GetConvertedGLtype();
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/// <summary>
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///
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/// </summary>
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public void SetAllUniforms();
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}
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}
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@@ -0,0 +1,271 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Shader.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp;
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using StgSharp.Internal;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Xml.Linq;
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namespace StgSharp.Graphics.OpenGL
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{
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public abstract partial class glRender : RenderStream
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{
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/// <summary>
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/// Create an instance of <see cref="Shader" /> program
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/// </summary>
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/// <returns> New instance of <see cref="Shader" /> instance. </returns>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed ShaderProgram CreateShaderProgram()
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{
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return new ShaderProgram( this );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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protected override sealed Shader CreateShaderSegment(
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ShaderType type,
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int count )
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{
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return new Shader( GL.CreateShaderSet( count, type ), type, this );
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}
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}
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public class Shader : ISSDSerializable
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{
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private readonly OpenGLFunction GL;
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internal readonly GlHandle[] handle;
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public readonly ShaderType type;
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internal unsafe Shader(
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GlHandle[] handle,
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ShaderType usage,
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glRender stream )
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{
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this.handle = handle;
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GL = stream.GL;
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type = usage;
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}
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public SerializableTypeCode SSDTypeCode => SerializableTypeCode.Shader;
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/// <summary>
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/// Attach one shader code to a shader program.
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/// </summary>
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/// <param _name="target"> Shader program to attach </param>
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/// <param _name="index"> Index of shader code in current shader code set. </param>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public void AttachTo( int index, ShaderProgram target )
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{
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GL.AttachShader( target.handle, handle[ index ] );
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}
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public void CheckStatus( int index, ShaderStatus status )
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{
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string log = GL.GetShaderStatus( this, index, ( int )status );
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if( !string.IsNullOrEmpty( log ) ) {
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throw new Exception( $"{$"Shader Error \t{status}\n"}{log}" );
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}
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe void Compile( int index, byte[] codeStream )
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{
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if( codeStream == null ) {
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throw new ArgumentNullException( nameof( codeStream ) );
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}
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GL.LoadShaderSource( handle[ index ], codeStream );
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GL.CompileShader( handle[ index ] );
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CheckStatus( index, ShaderStatus.CompileStatus );
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}
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe void Compile( int index, string codeStream )
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{
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if( codeStream == null ) {
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throw new ArgumentNullException( nameof( codeStream ) );
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}
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GL.LoadShaderSource(
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handle[ index ], codeStream.AsSpan() );
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GL.CompileShader( handle[ index ] );
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CheckStatus( index, ShaderStatus.CompileStatus );
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}
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public void FromBytes( byte[] stream )
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{
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throw new NotImplementedException();
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}
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public static byte[] FromCodeFile( string fileRoute )
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{
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string str = File.ReadAllText( fileRoute );
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if( string.IsNullOrEmpty( str ) ) {
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throw new InvalidOperationException(
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$"Cannot load and GLSL code from {fileRoute}" );
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}
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return Encoding.UTF8.GetBytes( str );
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}
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public byte[] GetBytes()
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{
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return Array.Empty<byte>();
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}
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public byte[] GetBytes( out int length )
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{
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throw new NotImplementedException();
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}
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public override string ToString()
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{
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return $"This is a {type} shader, its shader handles are {handle.ToString()}.";
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}
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}
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public enum ShaderStatus : int
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{
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CompileStatus = glConst.COMPILE_STATUS,
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}
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public class ShaderProgram
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{
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private readonly OpenGLFunction GL;
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internal readonly GlHandle handle;
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/// <summary>
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/// CustomizeInit a program with no shader attached.
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/// </summary>
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internal unsafe ShaderProgram( glRender binding )
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{
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GL = binding.GL;
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handle = GL.CreateProgram();
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe Uniform<T> GetUniform<T>( string name ) where T: struct
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{
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return new Uniform<T>( GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U> GetUniform<T, U>( string name )
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where T: struct
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where U: struct
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{
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return new Uniform<T, U>(
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GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U, V> GetUniform<T, U, V>( string name )
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where T: struct
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where U: struct
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where V: struct
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{
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return new Uniform<T, U, V>(
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GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Get a uniform form current shader, the value type of the uniform should be provided.
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/// </summary>
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/// <param _name="name"> ContextName of the Uniform in shader code </param>
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/// <returns></returns>
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public unsafe Uniform<T, U, V, W> GetUniform<T, U, V, W>( string name )
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where T: struct
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where U: struct
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where V: struct
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where W: struct
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{
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return new Uniform<T, U, V, W>(
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GL.GetUniformLocation( this.handle, name ) );
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}
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/// <summary>
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/// Link the shader to current viewPortDisplay.
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/// </summary>
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public unsafe void Link()
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{
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if( InternalIO.InternalLinkShaderProgram(
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( OpenglContext* )this.GL.ContextHandle, handle.Value ) == 0 ) {
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IntPtr logPtr = InternalIO.InternalReadSSCLog();
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try {
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byte[] logByte = new byte[512];
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Marshal.Copy( logPtr, logByte, 0, 512 );
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string log = Encoding.UTF8.GetString( logByte );
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log = log.Replace( "\0", string.Empty );
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InternalIO.InternalWriteLog( log, LogType.Error );
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}
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catch( Exception ex ) {
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InternalIO.InternalWriteLog( ex.Message, LogType.Error );
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}
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}
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}
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/// <summary>
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/// Let the current viewPortDisplay use this shader.
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/// </summary>
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[MethodImpl( MethodImplOptions.AggressiveInlining )]
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public unsafe void Use()
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{
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GL.UseProgram( handle );
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}
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~ShaderProgram()
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{
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//handle.Dispose();
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}
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}
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}
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@@ -0,0 +1,199 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="Uniform.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person
|
||||
// obtaining a copy of this software and associated documentation
|
||||
// files (the “Software”), to deal in the Software without restriction,
|
||||
// including without limitation the rights to use, copy, modify, merge,
|
||||
// publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
// and to permit persons to whom the Software is furnished to do so,
|
||||
// subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and
|
||||
// this permission notice shall be included in all copies
|
||||
// or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED “AS IS”,
|
||||
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
|
||||
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
|
||||
// ARISING FROM, OUT OF OR IN CONNECTION WITH
|
||||
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
//-----------------------------------------------------------------------
|
||||
using StgSharp.Graphics;
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using StgSharp.Math;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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||||
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namespace StgSharp.Graphics.OpenGL
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{
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public class Uniform
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{
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internal GlHandle id;
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public GlHandle Handle
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{
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get => id;
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}
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}
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public sealed class Uniform<T> : Uniform where T: struct
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{
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internal Uniform() { }
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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internal static Uniform<T> FromHandle( GlHandle handle )
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{
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return new Uniform<T> { id = handle };
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}
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||||
}
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public sealed class Uniform<T, U> : Uniform where T: struct where U: struct
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{
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internal Uniform() { }
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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internal static Uniform<T, U> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U> { id = handle };
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}
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}
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public sealed class Uniform<T, U, V> : Uniform where T: struct
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where U: struct
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where V: struct
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{
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internal Uniform() { }
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internal unsafe Uniform( GlHandle id )
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{
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this.id = id;
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}
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||||
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internal static Uniform<T, U, V> FromHandle( GlHandle handle )
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{
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return new Uniform<T, U, V> { id = handle };
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}
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||||
|
||||
}
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||||
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public sealed class Uniform<T, U, V, W> : Uniform where T: struct
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where U: struct
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where V: struct
|
||||
where W: struct
|
||||
{
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||||
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internal Uniform() { }
|
||||
|
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internal unsafe Uniform( GlHandle id )
|
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{
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this.id = id;
|
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}
|
||||
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internal static Uniform<T, U, V, W> FromHandle( GlHandle handle )
|
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{
|
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return new Uniform<T, U, V, W> { id = handle };
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public unsafe partial class OpenGLFunction
|
||||
{
|
||||
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||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull] Uniform<Matrix44> uniform, Matrix44 mat )
|
||||
{
|
||||
Matrix44 temp = mat;
|
||||
Context.glUniformMatrix4fv(
|
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uniform.id.SignedValue, 1, false, ( float* )&temp );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue(
|
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[NotNull]Uniform<float, float, float, float> uniform,
|
||||
Vec4 vec )
|
||||
{
|
||||
Vec4 temp = vec;
|
||||
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
|
||||
}
|
||||
|
||||
[MethodImpl( MethodImplOptions.AggressiveInlining )]
|
||||
public void SetUniformValue( [NotNull]Uniform<Vec4> uniform, Vec4 vec )
|
||||
{
|
||||
Vec4 temp = vec;
|
||||
Context.glUniform1fv( uniform.id.SignedValue, 4, &temp.reg );
|
||||
}
|
||||
|
||||
[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 );
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user