276 lines
5.5 KiB
C#
276 lines
5.5 KiB
C#
using System;
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using ANX.Framework;
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using ANX.Framework.Graphics;
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using ANX.Framework.NonXNA;
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using Dx11 = SharpDX.Direct3D11;
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// This file is part of the ANX.Framework created by the
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// "ANX.Framework developer group" and released under the Ms-PL license.
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// For details see: http://anxframework.codeplex.com/license
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namespace ANX.RenderSystem.Windows.DX11
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{
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public class EffectParameter_DX11 : INativeEffectParameter
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{
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#region Public
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public Dx11.EffectVariable NativeParameter
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{
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get;
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internal set;
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}
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public string Name
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{
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get
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{
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return NativeParameter.Description.Name;
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}
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}
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#endregion
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#region SetValue (bool)
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public void SetValue(bool value)
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{
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NativeParameter.AsScalar().Set(value);
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}
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#endregion
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#region SetValue (bool[])
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public void SetValue(bool[] value)
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{
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NativeParameter.AsScalar().Set(value);
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}
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#endregion
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#region SetValue (int)
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public void SetValue(int value)
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{
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NativeParameter.AsScalar().Set(value);
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}
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#endregion
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#region SetValue (int[])
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public void SetValue(int[] value)
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{
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NativeParameter.AsScalar().Set(value);
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}
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#endregion
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#region SetValue (Matrix, transpose) (TODO)
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public void SetValue(Matrix value, bool transpose)
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{
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// TODO: handle transpose!
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NativeParameter.AsMatrix().SetMatrix(value);
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}
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#endregion
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#region SetValue (Matrix[], transpose) (TODO)
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public void SetValue(Matrix[] value, bool transpose)
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{
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// TODO: handle transpose!
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NativeParameter.AsMatrix().SetMatrix(value);
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}
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#endregion
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#region SetValue (Quaternion)
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public void SetValue(Quaternion value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Quaternion[])
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public void SetValue(Quaternion[] value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (float)
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public void SetValue(float value)
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{
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NativeParameter.AsScalar().Set(value);
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}
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#endregion
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#region SetValue (float[])
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public void SetValue(float[] value)
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{
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NativeParameter.AsScalar().Set(value);
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}
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#endregion
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#region SetValue (Vector2)
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public void SetValue(Vector2 value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Vector2[])
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public void SetValue(Vector2[] value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Vector3)
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public void SetValue(Vector3 value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Vector3[])
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public void SetValue(Vector3[] value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Vector4)
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public void SetValue(Vector4 value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Vector4[])
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public void SetValue(Vector4[] value)
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{
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NativeParameter.AsVector().Set(value);
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}
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#endregion
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#region SetValue (Texture)
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public void SetValue(Texture value)
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{
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if (value == null)
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throw new ArgumentNullException("value");
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var tex = value.NativeTexture as Texture2D_DX11;
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NativeParameter.AsShaderResource().SetResource(tex.NativeShaderResourceView);
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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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#region Get (TODO)
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public bool GetValueBoolean()
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{
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throw new NotImplementedException();
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}
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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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public int GetValueInt32()
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{
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throw new NotImplementedException();
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}
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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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public Matrix GetValueMatrix()
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{
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throw new NotImplementedException();
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}
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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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public Matrix GetValueMatrixTranspose()
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{
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throw new NotImplementedException();
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}
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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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public Quaternion GetValueQuaternion()
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{
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throw new NotImplementedException();
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}
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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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public float GetValueSingle()
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{
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throw new NotImplementedException();
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}
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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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public string GetValueString()
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{
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throw new NotImplementedException();
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}
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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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public Texture3D GetValueTexture3D()
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{
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throw new NotImplementedException();
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}
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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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public Vector2 GetValueVector2()
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{
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throw new NotImplementedException();
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}
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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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public Vector3 GetValueVector3()
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{
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throw new NotImplementedException();
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}
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public Vector3[] GetValueVector3Array(int count)
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{
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throw new NotImplementedException();
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}
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public Vector4 GetValueVector4()
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{
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throw new NotImplementedException();
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}
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public Vector4[] GetValueVector4Array(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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}
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}
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