//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.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 where T : struct { private Form binding; internal glSHandle id; internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform( ShaderProgram program, string name, Form binding) { this.binding = binding; id = binding.GL.GetUniformLocation(program.handle, name); } } public class Uniform where T : struct where U : struct { private Form binding; internal glSHandle id; internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform( ShaderProgram program, string name, Form binding) { this.binding = binding; id = binding.GL.GetUniformLocation(program.handle, name); } } public class Uniform where T : struct where U : struct where V : struct { private Form binding; internal glSHandle id; internal unsafe Uniform(glSHandle id) { this.id = id; } public unsafe Uniform(ShaderProgram program, string name, Form binding) { this.binding = binding; id = binding.GL.GetUniformLocation(program.handle, name); } } public class Uniform where T : struct where U : struct where V : struct where W : struct { private Form binding; internal glSHandle id; internal unsafe Uniform(glSHandle id) { this.id = id; } internal unsafe Uniform(ShaderProgram program, string name, Form binding) { this.binding = binding; id = binding.GL.GetUniformLocation(program.handle, name); } } internal partial class GLpack : IglFunc { [MethodImpl(MethodImplOptions.AggressiveInlining)] public unsafe void SetValue(Uniform uniform, Vec4d vec) { api->glUniform1fv(uniform.id.DirectValue, 4, &vec); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public unsafe void SetValue(Uniform uniform, Vec4d vec) { api->glUniform1fv(uniform.id.DirectValue, 4, &vec); } [MethodImpl(MethodImplOptions.AggressiveInlining)] unsafe void IglFunc.SetValue(Uniform uniform, float v0) { api->glUniform1f(uniform.id.DirectValue, v0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] unsafe void IglFunc.SetValue(Uniform uniform, int i0) { api->glUniform1i(uniform.id.DirectValue, i0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] unsafe void IglFunc.SetValue(Uniform uniform, float v0, float v1) { api->glUniform2f(uniform.id.DirectValue, v0, v1); } [MethodImpl(MethodImplOptions.AggressiveInlining)] unsafe void IglFunc.SetValue(Uniform uniform, float v0, float v1, float v2) { api->glUniform3f(uniform.id.DirectValue, v0, v1, v2); } [MethodImpl(MethodImplOptions.AggressiveInlining)] unsafe void IglFunc.SetValue(Uniform uniform, float v0, float v1, float v2, float v3) { api->glUniform4f(uniform.id.DirectValue, v0, v1, v2, v3); } } }