Files
stgsharp/内核源代码/StgSharp/Graphics/OpenGL/ShaderEdit/Uniform.cs
T

199 lines
5.8 KiB
C#

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