using System; using ANX.Framework.NonXNA; using ANX.Framework.Graphics; using OpenTK.Graphics.OpenGL; #region License // // This file is part of the ANX.Framework created by the "ANX.Framework developer group". // // This file is released under the Ms-PL license. // // // // Microsoft Public License (Ms-PL) // // This license governs use of the accompanying software. If you use the software, you accept this license. // If you do not accept the license, do not use the software. // // 1.Definitions // The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning // here as under U.S. copyright law. // A "contribution" is the original software, or any additions or changes to the software. // A "contributor" is any person that distributes its contribution under this license. // "Licensed patents" are a contributor's patent claims that read directly on its contribution. // // 2.Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations // in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to // reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution // or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in // section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed // patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution // in the software or derivative works of the contribution in the software. // // 3.Conditions and Limitations // (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your // patent license from such contributor to the software ends automatically. // (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source code form, you may do so only under this license by including // a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or // object code form, you may only do so under a license that complies with this license. // (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees, // or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the // extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a // particular purpose and non-infringement. #endregion // License namespace ANX.Framework.Windows.GL3 { /// /// Native OpenGL implementation of an effect parameter. /// public class EffectParameterGL3 : INativeEffectParameter { #region Private private EffectGL3 parentEffect; #endregion #region Public /// /// The name of the effect parameter. /// public string Name { get; private set; } /// /// The index of the uniform. /// public int UniformIndex { get; private set; } #endregion #region Constructor /// /// Create a ne effect parameter object. /// internal EffectParameterGL3(EffectGL3 setParentEffect, string setName, int setUniformIndex) { parentEffect = setParentEffect; Name = setName; UniformIndex = setUniformIndex; } #endregion #region SetValue (Matrix) /// /// Set a matrix value to the effect parameter. /// /// Value for the parameter public void SetValue(Matrix value) { GL.UseProgram(parentEffect.programHandle); ErrorHelper.Check("UseProgram"); OpenTK.Matrix4 matrix = new OpenTK.Matrix4( value.M11, value.M12, value.M13, value.M14, value.M21, value.M22, value.M23, value.M24, value.M31, value.M32, value.M33, value.M34, value.M41, value.M42, value.M43, value.M44); GL.UniformMatrix4(UniformIndex, false, ref matrix); ErrorHelper.Check("UniformMatrix4"); } #endregion #region SetValue (Texture) private Texture textureCache = null; /// /// Set a texture value to the effect parameter. /// /// Value for the parameter public void SetValue(Texture value) { GL.UseProgram(parentEffect.programHandle); ErrorHelper.Check("UseProgram"); if (textureCache == null || textureCache != value) { // TODO: multiple texture units TextureUnit textureUnit = TextureUnit.Texture0; GL.Enable(EnableCap.Texture2D); ErrorHelper.Check("Enable"); GL.ActiveTexture(textureUnit); ErrorHelper.Check("ActiveTexture"); int handle = (value.NativeTexture as Texture2DGL3).NativeHandle; GL.BindTexture(TextureTarget.Texture2D, handle); ErrorHelper.Check("BindTexture"); int unitIndex = (int)(textureUnit - TextureUnit.Texture0); GL.Uniform1(UniformIndex, 1, ref unitIndex); ErrorHelper.Check("Uniform1"); } } #endregion } }