SND\AstrorEnales_cp ad1bc47a24 Working on all OpenGL classes and working on hardcore
error checking integration (later on this will be disabled).
2011-11-20 16:17:18 +00:00

142 lines
5.5 KiB
C#

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
{
/// <summary>
/// Native OpenGL implementation of an effect parameter.
/// </summary>
public class EffectParameterGL3 : INativeEffectParameter
{
#region Private
private EffectGL3 parentEffect;
#endregion
#region Public
/// <summary>
/// The name of the effect parameter.
/// </summary>
public string Name
{
get;
private set;
}
/// <summary>
/// The index of the uniform.
/// </summary>
public int UniformIndex
{
get;
private set;
}
#endregion
#region Constructor
/// <summary>
/// Create a ne effect parameter object.
/// </summary>
internal EffectParameterGL3(EffectGL3 setParentEffect,
string setName, int setUniformIndex)
{
parentEffect = setParentEffect;
Name = setName;
UniformIndex = setUniformIndex;
}
#endregion
#region SetValue
/// <summary>
/// Set a matrix value to the effect parameter.
/// </summary>
/// <param name="value">Value for the parameter</param>
public void SetValue(Matrix value)
{
GL.UseProgram(parentEffect.programHandle);
System.Diagnostics.Debug.WriteLine("GL: Setting Matrix uniform " + value);
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");
}
private Texture textureCache = null;
/// <summary>
/// Set a texture value to the effect parameter.
/// </summary>
/// <param name="value">Value for the parameter</param>
public void SetValue(Texture value)
{
GL.UseProgram(parentEffect.programHandle);
if (textureCache == null ||
textureCache != value)
{
// TODO: multiple texture units
TextureUnit textureUnit = TextureUnit.Texture0;
GL.Enable(EnableCap.Texture2D);
GL.ActiveTexture(textureUnit);
int handle = (value.NativeTexture as Texture2DGL3).NativeHandle;
System.Diagnostics.Debug.WriteLine("GL: Setting Texture uniform " + handle);
GL.BindTexture(TextureTarget.Texture2D, handle);
int unitIndex = (int)(textureUnit - TextureUnit.Texture0);
GL.Uniform1(UniformIndex, 1, ref unitIndex);
ErrorHelper.Check("Uniform1");
}
}
#endregion
}
}