142 lines
5.5 KiB
C#
142 lines
5.5 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 EffectGL3 parentEffect;
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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(EffectGL3 setParentEffect,
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string setName, int setUniformIndex)
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{
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parentEffect = setParentEffect;
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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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/// <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)
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{
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GL.UseProgram(parentEffect.programHandle);
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System.Diagnostics.Debug.WriteLine("GL: Setting Matrix uniform " + value);
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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, false, ref matrix);
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ErrorHelper.Check("UniformMatrix4");
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}
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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(parentEffect.programHandle);
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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.Enable(EnableCap.Texture2D);
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GL.ActiveTexture(textureUnit);
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int handle = (value.NativeTexture as Texture2DGL3).NativeHandle;
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System.Diagnostics.Debug.WriteLine("GL: Setting Texture uniform " + handle);
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GL.BindTexture(TextureTarget.Texture2D, handle);
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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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}
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}
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