using System;
using System.Diagnostics;
#if !MINIMAL
using System.Drawing;
using System.Numerics;
#endif
using System.Runtime.InteropServices;
using StgSharp.Math;
using StgSharp.Graphic.GL;
namespace StgSharp.Graphic.OpenGL4
{
///
/// Provides access to OpenGL 4.x methods for the core profile.
///
public sealed partial class GLLib : BindingsBase
{
private const string Library = "opengl32.dll";
private static readonly IntPtr[] EntryPoints;
private static readonly string[] EntryPointNames;
///
/// Loads all the available bindings for the current context.
///
/// The context used to query the available bindings.
///
/// Loads all available entry points for the current OpenGL context.
///
public static void LoadBindings(IBindingsContext context)
{
Debug.Print("Loading entry points for {0}", typeof(GLLib).FullName);
if (context == null)
{
throw new ArgumentNullException(nameof(context));
}
for (int i = 0; i < EntryPoints.Length; i++)
{
EntryPoints[i] = context.GetProcAddress(EntryPointNames[i]);
}
}
#pragma warning disable 3019
#pragma warning disable 1591
#pragma warning disable 1572
#pragma warning disable 1573
public static void ClearColor(Color color)
{
GLLib.ClearColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
}
public static void ClearColor(Color4 color)
{
GLLib.ClearColor(color.R, color.G, color.B, color.A);
}
public static void BlendColor(Color color)
{
GLLib.BlendColor(color.R / 255.0f, color.G / 255.0f, color.B / 255.0f, color.A / 255.0f);
}
public static void BlendColor(Color4 color)
{
GLLib.BlendColor(color.R, color.G, color.B, color.A);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform2(int location, ref Vector2 vector)
{
GLLib.Uniform2(location, vector.X, vector.Y);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform3(int location, ref Vector3 vector)
{
GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform4(int location, ref vec4d vector)
{
GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform2(int location, Vector2 vector)
{
GLLib.Uniform2(location, vector.X, vector.Y);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform3(int location, Vector3 vector)
{
GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform4(int location, vec4d vector)
{
GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform2(int location, ref vec2dInt vector)
{
GLLib.Uniform2(location, vector.X, vector.Y);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform3(int location, ref vec3dInt vector)
{
GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform4(int location, ref vec4dInt vector)
{
GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform2(int location, vec2dInt vector)
{
GLLib.Uniform2(location, vector.X, vector.Y);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform3(int location, vec3dInt vector)
{
GLLib.Uniform3(location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform4(int location, vec4dInt vector)
{
GLLib.Uniform4(location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
/// In shader code, this is represented as a .
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform4(int location, Color4 color)
{
GLLib.Uniform4(location, color.R, color.G, color.B, color.A);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
/// In shader code, this is represented as a .
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void Uniform4(int location, Quaternion quaternion)
{
GLLib.Uniform4(location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
}
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix2(int location, bool transpose, ref matrix2x2 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix2(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix2(int location, bool transpose, ref Matrix2d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix2(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix2x3(int location, bool transpose, ref matrix2x3 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix2x3(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix2x3(int location, bool transpose, ref Matrix2x3d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix2x3(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix2x4(int location, bool transpose, ref matrix2x4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix2x4(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix2x4(int location, bool transpose, ref Matrix2x4d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix2x4(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix3x2(int location, bool transpose, ref matrix3x2 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix3x2(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix3x2(int location, bool transpose, ref Matrix3x2d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix3x2(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix3(int location, bool transpose, ref matrix3x3 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix3(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix3(int location, bool transpose, ref Matrix3d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix3(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix3x4(int location, bool transpose, ref matrix3x4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix3x4(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix3x4(int location, bool transpose, ref Matrix3x4d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix3x4(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix4x2(int location, bool transpose, ref matrix4x2 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix4x2(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix4x2(int location, bool transpose, ref Matrix4x2d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix4x2(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix4x3(int location, bool transpose, ref matrix4x3 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix4x3(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix4x3(int location, bool transpose, ref Matrix4x3d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix4x3(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v2.0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix4(int location, bool transpose, ref matrix4x4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.UniformMatrix4(location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.0 or ARB_gpu_shader_fp64|VERSION_4_0]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void UniformMatrix4(int location, bool transpose, ref Matrix4d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.UniformMatrix4(location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform2(int program, int location, ref vec2d vector)
{
GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform3(int program, int location, ref vec3d vector)
{
GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform4(int program, int location, ref vec4d vector)
{
GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform2(int program, int location, vec2d vector)
{
GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform3(int program, int location, vec2d vector)
{
GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform4(int program, int location, vec4d vector)
{
GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform2(int program, int location, ref vec2dInt vector)
{
GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform3(int program, int location, ref vec3dInt vector)
{
GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform4(int program, int location, ref vec4dInt vector)
{
GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform2(int program, int location, vec2dInt vector)
{
GLLib.ProgramUniform2(program, location, vector.X, vector.Y);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform3(int program, int location, vec3dInt vector)
{
GLLib.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform4(int program, int location, vec4dInt vector)
{
GLLib.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
/// In shader code, this is represented as a .
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform4(int program, int location, Color4 color)
{
GLLib.ProgramUniform4(program, location, color.R, color.G, color.B, color.A);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the specified program object.
/// In shader code, this is represented as a .
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniform4(int program, int location, Quaternion quaternion)
{
GLLib.ProgramUniform4(program, location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
}
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref matrix2x2 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref matrix2x3 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref matrix2x4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref matrix3x2 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
}
}
}
/* StgSharp dose not support
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref matrix3x2d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref matrix3x3 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref matrix3x3 matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref matrix3x4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref matrix4x2 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref matrix4x3 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref matrix4x4 matrix)
{
unsafe
{
fixed (float* matrix_ptr = &matrix.row0.X)
{
GLLib.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
}
}
}
/*
///
/// [requires: v4.1 or ARB_separate_shader_objects|VERSION_4_1]
/// Specify the value of a uniform variable for the current program object.
///
///
/// Specifies the handle of the program containing the uniform variable to be modified.
///
///
/// Specifies the location of the uniform variable to be modified.
///
///
/// Whether or not the matrix should be transposed.
///
/// Specifies the new vector to be used for the specified uniform variable.
///
public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4d matrix)
{
unsafe
{
fixed (double* matrix_ptr = &matrix.Row0.X)
{
GLLib.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
}
}
}
*/
public static string GetActiveAttrib(int program, int index, out int size, out ActiveAttribType type)
{
int length;
GetProgram(program, OpenGL4.GetProgramParameterName.ActiveAttributeMaxLength, out length);
string str;
GetActiveAttrib(program, index, length == 0 ? 1 : length * 2, out length, out size, out type, out str);
return str;
}
public static string GetActiveUniform(int program, int uniformIndex, out int size, out ActiveUniformType type)
{
int length;
GetProgram(program, OpenGL4.GetProgramParameterName.ActiveUniformMaxLength, out length);
string str;
GetActiveUniform(program, uniformIndex, length == 0 ? 1 : length, out length, out size, out type, out str);
return str;
}
public static void ShaderSource(int shader, string @string)
{
unsafe
{
int length = @string.Length;
GLLib.ShaderSource((uint)shader, 1, new string[] { @string }, &length);
}
}
public static string GetShaderInfoLog(int shader)
{
string info;
GetShaderInfoLog(shader, out info);
return info;
}
public static void GetShaderInfoLog(int shader, out string info)
{
unsafe
{
int length;
GLLib.GetShader(shader, ShaderParameter.InfoLogLength, out length);
if (length == 0)
{
info = string.Empty;
return;
}
GLLib.GetShaderInfoLog((uint)shader, length * 2, &length, out info);
}
}
public static string GetProgramInfoLog(int program)
{
string info;
GetProgramInfoLog(program, out info);
return info;
}
public static void GetProgramInfoLog(int program, out string info)
{
unsafe
{
int length;
GLLib.GetProgram(program, OpenGL4.GetProgramParameterName.InfoLogLength, out length); if (length == 0)
{
info = string.Empty;
return;
}
GLLib.GetProgramInfoLog((uint)program, length * 2, &length, out info);
}
}
public static void VertexAttrib2(int index, ref Vector2 v)
{
GLLib.VertexAttrib2(index, v.X, v.Y);
}
public static void VertexAttrib3(int index, ref Vector3 v)
{
GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
}
public static void VertexAttrib4(int index, ref vec4d v)
{
GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
public static void VertexAttrib2(int index, Vector2 v)
{
GLLib.VertexAttrib2(index, v.X, v.Y);
}
public static void VertexAttrib3(int index, Vector3 v)
{
GLLib.VertexAttrib3(index, v.X, v.Y, v.Z);
}
public static void VertexAttrib4(int index, vec4d v)
{
GLLib.VertexAttrib4(index, v.X, v.Y, v.Z, v.W);
}
public static void VertexAttribPointer(int index, int size, VertexAttribPointerType type, bool normalized, int stride, int offset)
{
VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)offset);
}
public static void VertexAttribPointer(uint index, int size, VertexAttribPointerType type, bool normalized, int stride, int offset)
{
VertexAttribPointer(index, size, type, normalized, stride, (IntPtr)offset);
}
public static void DrawElements(BeginMode mode, int count, DrawElementsType type, int offset)
{
DrawElements((PrimitiveType)mode, count, type, new IntPtr(offset));
}
public static void GetFloat(GetPName pname, out Vector2 vector)
{
unsafe
{
fixed (Vector2* ptr = &vector)
{
GetFloat(pname, (float*)ptr);
}
}
}
public static void GetFloat(GetPName pname, out Vector3 vector)
{
unsafe
{
fixed (Vector3* ptr = &vector)
{
GetFloat(pname, (float*)ptr);
}
}
}
public static void GetFloat(GetPName pname, out vec4d vector)
{
unsafe
{
fixed (vec4d* ptr = &vector)
{
GetFloat(pname, (float*)ptr);
}
}
}
public static void GetFloat(GetPName pname, out Matrix4 matrix)
{
unsafe
{
fixed (Matrix4* ptr = &matrix)
{
GetFloat(pname, (float*)ptr);
}
}
}
public static void Viewport(Size size)
{
GLLib.Viewport(0, 0, size.Width, size.Height);
}
public static void Viewport(Point location, Size size)
{
GLLib.Viewport(location.X, location.Y, size.Width, size.Height);
}
public static void Viewport(Rectangle rectangle)
{
GLLib.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
public static void Viewport(Box2i box)
{
GLLib.Viewport(box.Min.X, box.Min.Y, box.Size.X, box.Size.Y);
}
#if MINIMAL
public static void Viewport(OpenTK.Point location, OpenTK.Size size)
{
GLLib.Viewport(location.X, location.Y, size.Width, size.Height);
}
public static void Viewport(OpenTK.Rectangle rectangle)
{
GLLib.Viewport(rectangle.X, rectangle.Y, rectangle.Width, rectangle.Height);
}
#endif
#pragma warning restore 3019
#pragma warning restore 1591
#pragma warning restore 1572
#pragma warning restore 1573
}
#pragma warning disable 1574 // XML comment cref attribute could not be resolved, compiler bug in Mono 3.4.0
///
/// Defines the signature of a debug callback for
/// .
///
/// The for this debug message.
/// The for this debug message.
/// The id of this debug message.
/// The for this debug message.
/// The length of this debug message.
/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
/// A pointer to a user-specified parameter.
[UnmanagedFunctionPointer(CallingConvention.Winapi)]
public delegate void DebugProcArb(
DebugSource source, DebugType type, int id,
DebugSeverity severity, int length, IntPtr message,
IntPtr userParam);
///
/// Defines the signature of a debug callback for
/// .
///
/// The for this debug message.
/// The for this debug message.
/// The id of this debug message.
/// The for this debug message.
/// The length of this debug message.
/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
/// A pointer to a user-specified parameter.
[UnmanagedFunctionPointer(CallingConvention.Winapi)]
public delegate void DebugProc(
DebugSource source, DebugType type, int id,
DebugSeverity severity, int length, IntPtr message,
IntPtr userParam);
///
/// Defines the signature of a debug callback for
/// .
///
/// The for this debug message.
/// The for this debug message.
/// The id of this debug message.
/// The for this debug message.
/// The length of this debug message.
/// A pointer to a null-terminated ASCII C string, representing the content of this debug message.
/// A pointer to a user-specified parameter.
[UnmanagedFunctionPointer(CallingConvention.Winapi)]
public delegate void DebugProcKhr(
DebugSource source, DebugType type, int id,
DebugSeverity severity, int length, IntPtr message,
IntPtr userParam);
#pragma warning restore 1574 // XML comment cref attribute could not be resolved, compiler bug in Mono 3.4.0
}