//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // 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.Mathematics.Graphic; using System.Diagnostics.CodeAnalysis; using System.Runtime.CompilerServices; namespace StgSharp.Graphics.OpenGL { public class Uniform { internal GlHandle id; public GlHandle Handle => id; } public sealed class Uniform : Uniform where T: unmanaged { internal Uniform() { } internal unsafe Uniform(GlHandle id) { this.id = id; } internal static Uniform FromHandle(GlHandle handle) { return new Uniform { id = handle }; } } public sealed class Uniform : Uniform where T: unmanaged where U: struct { internal Uniform() { } internal unsafe Uniform(GlHandle id) { this.id = id; } internal static Uniform FromHandle(GlHandle handle) { return new Uniform { id = handle }; } } public sealed class Uniform : Uniform where T: unmanaged where U: struct where V: struct { internal Uniform() { } internal unsafe Uniform(GlHandle id) { this.id = id; } internal static Uniform FromHandle(GlHandle handle) { return new Uniform { id = handle }; } } public sealed class Uniform : Uniform where T: unmanaged where U: struct where V: struct where W: struct { internal Uniform() { } internal unsafe Uniform(GlHandle id) { this.id = id; } internal static Uniform FromHandle(GlHandle handle) { return new Uniform { id = handle }; } } public unsafe partial class OpenGLFunction { [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull] Uniform uniform, Matrix44 mat) { Matrix44 temp = mat; Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, false, (float*)&temp); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull]Uniform uniform, Vec4 vec) { Vec4 temp = vec; Context.glUniform1fv(uniform.id.SignedValue, 4, &temp.reg); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull]Uniform uniform, Vec4 vec) { Vec4 temp = vec; Context.glUniform1fv(uniform.id.SignedValue, 4, &temp.reg); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull]Uniform uniform, float v0) { Context.glUniform1f(uniform.id.SignedValue, v0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull]Uniform uniform, int i0) { Context.glUniform1i(uniform.id.SignedValue, i0); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull] Uniform uniform, float v0, float v1) { Context.glUniform2f(uniform.id.SignedValue, v0, v1); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue([NotNull] Uniform uniform, float v0, float v1, float v2) { Context.glUniform3f(uniform.id.SignedValue, v0, v1, v2); } [MethodImpl(MethodImplOptions.AggressiveInlining)] public void SetUniformValue( [NotNull] Uniform uniform, float v0, float v1, float v2, float v3) { Context.glUniform4f(uniform.id.SignedValue, v0, v1, v2, v3); } } }