586 lines
17 KiB
C#
586 lines
17 KiB
C#
using System;
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using ANX.Framework.NonXNA;
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using ANX.Framework.Graphics;
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using OpenTK.Graphics.OpenGL;
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#region License
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//
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// This file is part of the ANX.Framework created by the "ANX.Framework developer group".
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//
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// This file is released under the Ms-PL license.
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//
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//
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//
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// Microsoft Public License (Ms-PL)
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//
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// This license governs use of the accompanying software. If you use the software, you accept this license.
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// If you do not accept the license, do not use the software.
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//
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// 1.Definitions
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// The terms "reproduce," "reproduction," "derivative works," and "distribution" have the same meaning
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// here as under U.S. copyright law.
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// A "contribution" is the original software, or any additions or changes to the software.
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// A "contributor" is any person that distributes its contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read directly on its contribution.
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//
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// 2.Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license, including the license conditions and limitations
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// in section 3, each contributor grants you a non-exclusive, worldwide, royalty-free copyright license to
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// reproduce its contribution, prepare derivative works of its contribution, and distribute its contribution
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// or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license, including the license conditions and limitations in
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// section 3, each contributor grants you a non-exclusive, worldwide, royalty-free license under its licensed
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// patents to make, have made, use, sell, offer for sale, import, and/or otherwise dispose of its contribution
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// in the software or derivative works of the contribution in the software.
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//
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// 3.Conditions and Limitations
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// (A) No Trademark License- This license does not grant you rights to use any contributors' name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends automatically.
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// (C) If you distribute any portion of the software, you must retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source code form, you may do so only under this license by including
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// a complete copy of this license with your distribution. If you distribute any portion of the software in compiled or
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// object code form, you may only do so under a license that complies with this license.
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// (E) The software is licensed "as-is." You bear the risk of using it. The contributors give no express warranties, guarantees,
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// or conditions. You may have additional consumer rights under your local laws which this license cannot change. To the
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// extent permitted under your local laws, the contributors exclude the implied warranties of merchantability, fitness for a
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// particular purpose and non-infringement.
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#endregion // License
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namespace ANX.Framework.Windows.GL3
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{
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/// <summary>
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/// Native OpenGL implementation of an effect parameter.
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/// </summary>
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public class EffectParameterGL3 : INativeEffectParameter
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{
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#region Private
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private EffectTechniqueGL3 parentTechnique;
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#endregion
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#region Public
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/// <summary>
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/// The name of the effect parameter.
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/// </summary>
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public string Name
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{
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get;
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private set;
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}
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/// <summary>
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/// The index of the uniform.
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/// </summary>
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public int UniformIndex
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{
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get;
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private set;
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}
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#endregion
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#region Constructor
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/// <summary>
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/// Create a ne effect parameter object.
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/// </summary>
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internal EffectParameterGL3(EffectTechniqueGL3 setParentTechnique,
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string setName, int setUniformIndex)
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{
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parentTechnique = setParentTechnique;
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Name = setName;
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UniformIndex = setUniformIndex;
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}
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#endregion
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#region SetValue
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#region SetValue (Matrix)
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/// <summary>
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/// Set a matrix value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Matrix value, bool transpose)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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OpenTK.Matrix4 matrix = new OpenTK.Matrix4(
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value.M11, value.M12, value.M13, value.M14,
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value.M21, value.M22, value.M23, value.M24,
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value.M31, value.M32, value.M33, value.M34,
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value.M41, value.M42, value.M43, value.M44);
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GL.UniformMatrix4(UniformIndex, transpose, ref matrix);
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ErrorHelper.Check("UniformMatrix4");
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}
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#endregion
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#region SetValue (Matrix[])
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/// <summary>
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/// Set a Matrix array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Matrix[] value, bool transpose)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 16];
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for (int index = 0; index < value.Length; index++)
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{
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array[(index * 16)] = value[index].M11;
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array[(index * 16) + 1] = value[index].M12;
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array[(index * 16) + 2] = value[index].M13;
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array[(index * 16) + 3] = value[index].M14;
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array[(index * 16) + 4] = value[index].M21;
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array[(index * 16) + 5] = value[index].M22;
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array[(index * 16) + 6] = value[index].M23;
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array[(index * 16) + 7] = value[index].M24;
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array[(index * 16) + 8] = value[index].M31;
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array[(index * 16) + 9] = value[index].M32;
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array[(index * 16) + 10] = value[index].M33;
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array[(index * 16) + 11] = value[index].M34;
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array[(index * 16) + 12] = value[index].M41;
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array[(index * 16) + 13] = value[index].M42;
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array[(index * 16) + 14] = value[index].M43;
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array[(index * 16) + 15] = value[index].M44;
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}
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GL.UniformMatrix4(UniformIndex, array.Length, transpose, array);
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ErrorHelper.Check("UniformMatrix4v");
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}
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#endregion
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#region SetValue (Texture)
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private Texture textureCache = null;
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/// <summary>
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/// Set a texture value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Texture value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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if (textureCache == null ||
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textureCache != value)
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{
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// TODO: multiple texture units
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TextureUnit textureUnit = TextureUnit.Texture0;
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GL.ActiveTexture(textureUnit);
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ErrorHelper.Check("ActiveTexture");
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int handle = (value.NativeTexture as Texture2DGL3).NativeHandle;
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GL.BindTexture(TextureTarget.Texture2D, handle);
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ErrorHelper.Check("BindTexture");
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int unitIndex = (int)(textureUnit - TextureUnit.Texture0);
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GL.Uniform1(UniformIndex, 1, ref unitIndex);
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ErrorHelper.Check("Uniform1");
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}
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}
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#endregion
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#region SetValue (int)
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/// <summary>
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/// Set an int value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(int value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value);
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ErrorHelper.Check("Uniform1i");
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}
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#endregion
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#region SetValue (int[])
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/// <summary>
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/// Set an int array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(int[] value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value.Length, value);
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ErrorHelper.Check("Uniform1iv");
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}
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#endregion
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#region SetValue (float)
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/// <summary>
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/// Set a float value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(float value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value);
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ErrorHelper.Check("Uniform1f");
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}
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#endregion
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#region SetValue (float[])
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/// <summary>
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/// Set a float array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(float[] value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform1(UniformIndex, value.Length, value);
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ErrorHelper.Check("Uniform1fv");
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}
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#endregion
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#region SetValue (Vector2)
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/// <summary>
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/// Set a Vector2 value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector2 value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform2(UniformIndex, value.X, value.Y);
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ErrorHelper.Check("Uniform2f");
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}
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#endregion
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#region SetValue (Vector2[])
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/// <summary>
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/// Set a Vector2 array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector2[] value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 2];
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for(int index = 0; index < value.Length; index++)
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{
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array[(index * 2)] = value[index].X;
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array[(index * 2) + 1] = value[index].Y;
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}
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GL.Uniform2(UniformIndex, array.Length, array);
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ErrorHelper.Check("Uniform2fv");
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}
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#endregion
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#region SetValue (Vector3)
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/// <summary>
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/// Set a Vector3 value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector3 value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform3(UniformIndex, value.X, value.Y, value.Z);
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ErrorHelper.Check("Uniform3f");
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}
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#endregion
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#region SetValue (Vector3[])
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/// <summary>
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/// Set a Vector3 array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector3[] value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 3];
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for (int index = 0; index < value.Length; index++)
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{
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array[(index * 3)] = value[index].X;
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array[(index * 3) + 1] = value[index].Y;
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array[(index * 3) + 2] = value[index].Z;
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}
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GL.Uniform3(UniformIndex, array.Length, array);
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ErrorHelper.Check("Uniform3fv");
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}
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#endregion
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#region SetValue (Vector4)
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/// <summary>
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/// Set a Vector4 value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector4 value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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GL.Uniform4(UniformIndex, value.X, value.Y, value.Z, value.W);
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ErrorHelper.Check("Uniform4f");
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}
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#endregion
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#region SetValue (Vector4[])
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/// <summary>
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/// Set a Vector4 array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Vector4[] value)
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{
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GL.UseProgram(parentTechnique.programHandle);
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ErrorHelper.Check("UseProgram");
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float[] array = new float[value.Length * 4];
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for (int index = 0; index < value.Length; index++)
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{
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array[(index * 4)] = value[index].X;
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array[(index * 4) + 1] = value[index].Y;
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array[(index * 4) + 2] = value[index].Z;
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array[(index * 4) + 3] = value[index].W;
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}
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GL.Uniform4(UniformIndex, array.Length, array);
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ErrorHelper.Check("Uniform4fv");
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}
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#endregion
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#region SetValue (bool) (TODO)
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/// <summary>
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/// Set a bool value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(bool value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetValue (bool[]) (TODO)
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/// <summary>
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/// Set a bool array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(bool[] value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetValue (Quaternion) (TODO)
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/// <summary>
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/// Set a Quaternion value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Quaternion value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetValue (Quaternion[]) (TODO)
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/// <summary>
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/// Set a Quaternion array value to the effect parameter.
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/// </summary>
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/// <param name="value">Value for the parameter</param>
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public void SetValue(Quaternion[] value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region SetValue (string, TODO)
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public void SetValue(string value)
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{
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throw new NotImplementedException();
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}
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#endregion
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#endregion
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#region GetValue
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#region GetValueBoolean
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public bool GetValueBoolean()
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{
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int result;
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GL.GetUniform(parentTechnique.programHandle, UniformIndex, out result);
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ErrorHelper.Check("GetUniform");
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return result == 1;
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}
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#endregion
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#region GetValueBooleanArray (TODO)
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public bool[] GetValueBooleanArray(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueInt32
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public int GetValueInt32()
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{
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int result;
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GL.GetUniform(parentTechnique.programHandle, UniformIndex, out result);
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ErrorHelper.Check("GetUniform");
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return result;
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}
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#endregion
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#region GetValueInt32Array (TODO)
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public int[] GetValueInt32Array(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueMatrix (TODO)
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public Matrix GetValueMatrix()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueMatrixArray (TODO)
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public Matrix[] GetValueMatrixArray(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueMatrixTranspose (TODO)
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public Matrix GetValueMatrixTranspose()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueMatrixTransposeArray (TODO)
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public Matrix[] GetValueMatrixTransposeArray(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueQuaternion (TODO)
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public Quaternion GetValueQuaternion()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueQuaternionArray (TODO)
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public Quaternion[] GetValueQuaternionArray(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueSingle
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public float GetValueSingle()
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{
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float result;
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GL.GetUniform(parentTechnique.programHandle, UniformIndex, out result);
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ErrorHelper.Check("GetUniform");
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return result;
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}
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#endregion
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#region GetValueSingleArray (TODO)
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public float[] GetValueSingleArray(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueString (TODO)
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public string GetValueString()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueTexture2D (TODO)
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public Texture2D GetValueTexture2D()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueTexture3D (TODO)
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public Texture3D GetValueTexture3D()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueTextureCube (TODO)
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public TextureCube GetValueTextureCube()
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueVector2
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public Vector2 GetValueVector2()
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{
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float[] result = new float[2];
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unsafe
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{
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fixed (float* ptr = &result[0])
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{
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GL.GetUniform(parentTechnique.programHandle, UniformIndex, ptr);
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}
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}
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ErrorHelper.Check("GetUniform");
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return new Vector2(result[0], result[1]);
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}
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#endregion
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#region GetValueVector2Array (TODO)
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public Vector2[] GetValueVector2Array(int count)
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{
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throw new NotImplementedException();
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}
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#endregion
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#region GetValueVector3
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public Vector3 GetValueVector3()
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{
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float[] result = new float[3];
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unsafe
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{
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fixed (float* ptr = &result[0])
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{
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GL.GetUniform(parentTechnique.programHandle, UniformIndex, ptr);
|
|
}
|
|
}
|
|
ErrorHelper.Check("GetUniform");
|
|
return new Vector3(result[0], result[1], result[2]);
|
|
}
|
|
#endregion
|
|
|
|
#region GetValueVector3Array (TODO)
|
|
public Vector3[] GetValueVector3Array(int count)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
#endregion
|
|
|
|
#region GetValueVector4
|
|
public Vector4 GetValueVector4()
|
|
{
|
|
float[] result = new float[4];
|
|
unsafe
|
|
{
|
|
fixed (float* ptr = &result[0])
|
|
{
|
|
GL.GetUniform(parentTechnique.programHandle, UniformIndex, ptr);
|
|
}
|
|
}
|
|
ErrorHelper.Check("GetUniform");
|
|
return new Vector4(result[0], result[1], result[2], result[3]);
|
|
}
|
|
#endregion
|
|
|
|
#region GetValueVector4Array (TODO)
|
|
public Vector4[] GetValueVector4Array(int count)
|
|
{
|
|
throw new NotImplementedException();
|
|
}
|
|
#endregion
|
|
#endregion
|
|
}
|
|
}
|