//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="Uniform.cs" // Project: StgSharp // AuthorGroup: Nitload Space // 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; using StgSharp.Math; using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; using System.Text; namespace StgSharp.Graphics { public class Uniform { protected IntPtr binding; internal glSHandle id; public glSHandle Handle { get => id; } } public sealed class Uniform : Uniform where T : struct { internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform( ShaderProgram program, string name, Form binding) { this.binding = binding.graphicContextID; id = GL.GetUniformLocation(program.handle, name); } internal unsafe Uniform( ShaderProgram program, string name, IntPtr binding) { this.binding = binding; id = GL.GetUniformLocation(program.handle, name); } internal Uniform() { } internal static Uniform FromHandle(glSHandle handle) { return new Uniform() { id = handle }; } } public sealed class Uniform: Uniform where T : struct where U : struct { internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform( ShaderProgram program, string name, Form binding) { this.binding = binding.graphicContextID; id = GL.GetUniformLocation(program.handle, name); } internal unsafe Uniform( ShaderProgram program, string name, IntPtr binding) { this.binding = binding; id = GL.GetUniformLocation(program.handle, name); } internal Uniform() { } internal static Uniform FromHandle(glSHandle handle) { return new Uniform() { id = handle }; } } public sealed class Uniform:Uniform where T : struct where U : struct where V : struct { internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform( ShaderProgram program, string name) { this.binding = (IntPtr)GL.api; id = GL.GetUniformLocation(program.handle, name); } public unsafe Uniform(ShaderProgram program, string name, Form binding) { this.binding = binding.graphicContextID; id = GL.GetUniformLocation(program.handle, name); } internal Uniform() { } internal static Uniform FromHandle(glSHandle handle) { return new Uniform() { id = handle }; } } public sealed class Uniform:Uniform where T : struct where U : struct where V : struct where W : struct { internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform(ShaderProgram program, string name, Form binding) { this.binding = binding.graphicContextID; id = GL.GetUniformLocation(program.handle, name); } internal unsafe Uniform( ShaderProgram program, string name) { this.binding = (IntPtr)GL.api; id = GL.GetUniformLocation(program.handle, name); } internal Uniform() { } internal static Uniform FromHandle(glSHandle handle) { return new Uniform() { id = handle }; } } internal static partial class GL { [MethodImpl(MethodImplOptions.AggressiveInlining)] public unsafe static void SetValue(Uniform uniform, Matrix44 mat) { Matrix44 temp = mat; api->glUniformMatrix4fv(uniform.id.Value, 1, false, (float*)&mat); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public unsafe static void SetValue(Uniform uniform, vec4d vec) { vec4d temp = vec; api->glUniform1fv(uniform.id.Value , 4, &temp); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public unsafe static void SetValue(Uniform uniform, vec4d vec) { vec4d temp = vec; api->glUniform1fv(uniform.id.Value , 4, &temp); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static unsafe void SetValue(Uniform uniform, float v0) { api->glUniform1f(uniform.id.Value , v0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static unsafe void SetValue(Uniform uniform, int i0) { api->glUniform1i(uniform.id.Value , i0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static unsafe void SetValue(Uniform uniform, float v0, float v1) { api->glUniform2f(uniform.id.Value , v0, v1); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static unsafe void SetValue(Uniform uniform, float v0, float v1, float v2) { api->glUniform3f(uniform.id.Value , v0, v1, v2); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public static unsafe void SetValue(Uniform uniform, float v0, float v1, float v2, float v3) { api->glUniform4f(uniform.id.Value , v0, v1, v2, v3); } } }