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stgsharp/StgSharp.Common/Graphics/OpenGL/ShaderEdit/Uniform.cs
T

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6.2 KiB
C#

//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="Uniform"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. 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.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<T> : Uniform where T : unmanaged
{
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 : unmanaged 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 : unmanaged 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 : unmanaged 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
)
{
Context.glUniformMatrix4fv(uniform.id.SignedValue, 1, (byte)0, (float*)&mat);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull]Uniform<float, float, float, float> uniform,
Vec4 vec
)
{
Context.glUniform1fv(uniform.id.SignedValue, 4, (float*)&vec);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetUniformValue(
[NotNull]Uniform<Vec4> uniform,
Vec4 vec
)
{
Context.glUniform1fv(uniform.id.SignedValue, 4, (float*)&vec);
}
[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);
}
}
}