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stgsharp/源代码/StgSharp/Graphics/GL/ShaderEdit/Uniform.cs
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//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// 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<T> 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<T, U>
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<T, U, V>
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<T, U, V, W>
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 GLonRender : IglFunc
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public unsafe void SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
api->glUniform1fv(uniform.id.DirectValue, 4, &vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float> uniform, float v0)
{
api->glUniform1f(uniform.id.DirectValue, v0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
api->glUniform1i(uniform.id.DirectValue, i0);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float v0, float v1)
{
api->glUniform2f(uniform.id.DirectValue, v0, v1);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float v0, float v1, float v2)
{
api->glUniform3f(uniform.id.DirectValue, v0, v1, v2);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float v0, float v1, float v2, float v3)
{
api->glUniform4f(uniform.id.DirectValue, v0, v1, v2, v3);
}
}
internal unsafe partial class GLonUpdate
{
private IntPtr UniformVal1fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1f;
private IntPtr UniformVal1fvPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1fv;
private IntPtr UniformVal1iPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal1i;
private IntPtr UniformVal2fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal2f;
private IntPtr UniformVal3fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal3f;
private IntPtr UniformVal4fPtr = (IntPtr)(delegate*<FrameOperationBuffer, GLcontext*, void>)&UniformVal4f;
private static void UniformVal1f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1f(*(int*)m.Read<ulong>(0), m.Read<uint>(2));
}
private static unsafe void UniformVal1fv(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default, v = default;
frameOpBuffer.TryDequeue(out m);
frameOpBuffer.TryDequeue(out v);
activatedContext->glUniform1fv(*(int*)m.Read<ulong>(0), 4, (Vec4d*)&v);
}
private static void UniformVal1i(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform1i(*(int*)m.Read<ulong>(0), m.Read<int>(2));
}
private static void UniformVal2f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
M128 m = default;
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform2f(*(int*)m.Read<ulong>(0), m.Read<float>(2), m.Read<float>(3));
}
private static void UniformVal3f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform3f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2));
}
private static void UniformVal4f(FrameOperationBuffer frameOpBuffer, GLcontext* activatedContext)
{
IntPtr handle = IntPtr.Zero;
M128 m = default;
frameOpBuffer.TryDequeue(out handle);
frameOpBuffer.TryDequeue(out m);
activatedContext->glUniform4f(*(int*)handle, m.Read<float>(0), m.Read<float>(1), m.Read<float>(2), m.Read<float>(3));
}
unsafe void IglFunc.SetValue(Uniform<float, float, float> uniform, float f0, float f1, float f2)
{
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(f0, f1, f2);
frameOpBuffer.MethodEnqueue(UniformVal3fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float> uniform, float f0, float f1)
{
M128 m = default;
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
m.Write<float>(2, f0);
m.Write<float>(3, f1);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(UniformVal2fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, float f0, float f1, float f2, float f3)
{
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(f0, f1, f2, f3);
frameOpBuffer.MethodEnqueue(UniformVal4fPtr);
}
unsafe void IglFunc.SetValue(Uniform<float, float, float, float> uniform, Vec4d vec)
{
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(vec);
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
}
unsafe void IglFunc.SetValue(Uniform<float> uniform, float f0)
{
M128 m = default;
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
m.Write<float>(2, f0);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
}
unsafe void IglFunc.SetValue(Uniform<int> uniform, int i0)
{
M128 m = default;
m.Write<ulong>(0, (ulong)uniform.id.valuePtr);
m.Write<int>(2, i0);
frameOpBuffer.ParamEnqueue(m);
frameOpBuffer.MethodEnqueue(UniformVal1fPtr);
}
unsafe void IglFunc.SetValue(Uniform<Vec4d> uniform, Vec4d vec)
{
frameOpBuffer.ParamEnqueue((IntPtr)uniform.id.valuePtr);
frameOpBuffer.ParamEnqueue(vec);
frameOpBuffer.MethodEnqueue(UniformVal1fvPtr);
}
}
}