smrendererv3/SMCode/SM.OGL/Shaders/Uniform.cs
2020-09-27 13:01:50 +02:00

214 lines
No EOL
10 KiB
C#

using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Texture;
namespace SM.OGL.Shaders
{
/// <summary>
/// Manages the uniforms.
/// </summary>
public struct Uniform
{
/// <summary>
/// This contains the location for the uniform.
/// </summary>
private int Location;
/// <summary>
/// This contains the Parent collection of this uniform.
/// </summary>
internal UniformCollection Parent;
/// <summary>
/// This create a new uniform manager
/// </summary>
/// <param name="location">Location id</param>
/// <param name="parent">Parent collection</param>
public Uniform(int location, UniformCollection parent)
{
Location = location;
Parent = parent;
}
#region Uniform1
public void SetUniform1(bool value)
{
GL.Uniform1(Location, value ? 1 : 0);
}
public void SetUniform1(int value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params int[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref int values) { GL.Uniform1(Location, count, ref values); }
public void SetUniform1(uint value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params uint[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref uint values) { GL.Uniform1(Location, count, ref values); }
public void SetUniform1(float value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params float[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref float value) { GL.Uniform1(Location, count, ref value); }
public void SetUniform1(double value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params double[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref double value) { GL.Uniform1(Location, count, ref value); }
#endregion
#region Uniform2
public void SetUniform2(float x, float y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(double x, double y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(uint x, uint y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(int x, int y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(int count, params float[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, params double[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, params int[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, params uint[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, ref float values) { GL.Uniform2(Location, count, ref values); }
public void SetUniform2(int count, ref double values) { GL.Uniform2(Location, count, ref values); }
public void SetUniform2(int count, ref uint values) { GL.Uniform2(Location, count, ref values); }
public void SetUniform2(Vector2 vector2) { GL.Uniform2(Location, vector2); }
public void SetUniform2(ref Vector2 vector2) { GL.Uniform2(Location, ref vector2); }
#endregion
#region Uniform3
public void SetUniform3(float x, float y, float z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(double x, double y, double z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(uint x, uint y, uint z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(int x, int y, int z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(int count, params float[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, params double[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, params int[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, params uint[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, ref float values) { GL.Uniform3(Location, count, ref values); }
public void SetUniform3(int count, ref double values) { GL.Uniform3(Location, count, ref values); }
public void SetUniform3(int count, ref uint values) { GL.Uniform3(Location, count, ref values); }
public void SetUniform3(Vector3 vector) { GL.Uniform3(Location, vector); }
public void SetUniform3(ref Vector3 vector) { GL.Uniform3(Location, ref vector); }
#endregion
#region Uniform4
public void SetUniform4(float x, float y, float z, float w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(double x, double y, double z, double w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(uint x, uint y, uint z, uint w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(int x, int y, int z, int w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(int count, params float[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, params double[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, params int[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, params uint[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, ref float values) { GL.Uniform4(Location, count, ref values); }
public void SetUniform4(int count, ref double values) { GL.Uniform4(Location, count, ref values); }
public void SetUniform4(int count, ref uint values) { GL.Uniform4(Location, count, ref values); }
public void SetUniform4(Vector4 vector) { GL.Uniform4(Location, vector); }
public void SetUniform4(ref Vector4 vector) { GL.Uniform4(Location, ref vector); }
public void SetUniform4(Color4 color) { GL.Uniform4(Location, color); }
public void SetUniform4(Quaternion quaternion) { GL.Uniform4(Location, quaternion); }
#endregion
#region Matrix2
public void SetMatrix2(ref Matrix2 matrix, bool transpose = false) { GL.UniformMatrix2(Location, transpose, ref matrix); }
public void SetMatrix2(int count, ref double value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, ref value); }
public void SetMatrix2(int count, ref float value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, ref value); }
public void SetMatrix2(int count, double[] value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, value); }
public void SetMatrix2(int count, float[] value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, value); }
#endregion
#region Matrix3
public void SetMatrix3(ref Matrix3 matrix, bool transpose = false) { GL.UniformMatrix3(Location, transpose, ref matrix); }
public void SetMatrix3(int count, ref double value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, ref value); }
public void SetMatrix3(int count, ref float value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, ref value); }
public void SetMatrix3(int count, double[] value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, value); }
public void SetMatrix3(int count, float[] value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, value); }
#endregion
#region Matrix4
public void SetMatrix4(Matrix4 matrix, bool transpose = false)
{
GL.UniformMatrix4(Location, transpose, ref matrix);
}
public void SetMatrix4(ref Matrix4 matrix, bool transpose = false) { GL.UniformMatrix4(Location, transpose, ref matrix); }
public void SetMatrix4(int count, ref double value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, ref value); }
public void SetMatrix4(int count, ref float value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, ref value); }
public void SetMatrix4(int count, double[] value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, value); }
public void SetMatrix4(int count, float[] value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, value); }
#endregion
/// <summary>
/// Try to sets the texture at the next possible position and tells the checkUniform, if worked or not.
/// </summary>
/// <param name="texture">The texture you want to add</param>
/// <param name="checkUniform">The check uniform.</param>
public void SetTexture(TextureBase texture, Uniform checkUniform)
{
checkUniform.SetUniform1(texture != null);
if (texture != null) SetTexture(texture);
}
/// <summary>
/// Try to sets the texture at the specified position and tells the checkUniform, if worked or not.
/// </summary>
/// <param name="texture">The texture you want to add</param>
/// <param name="pos">The position</param>
/// <param name="checkUniform">The check uniform.</param>
public void SetTexture(TextureBase texture, int pos, Uniform checkUniform)
{
checkUniform.SetUniform1(texture != null);
if (texture != null) SetTexture(texture);
}
/// <summary>
/// Sets the texture to the next possible position.
/// </summary>
/// <param name="texture"></param>
public void SetTexture(TextureBase texture) => SetTexture(texture, Parent.NextTexture++);
/// <summary>
/// Sets the texture to the specified position.
/// </summary>
/// <param name="texture"></param>
/// <param name="texturePos"></param>
public void SetTexture(TextureBase texture, int texturePos)
{
GL.ActiveTexture(TextureUnit.Texture0 + texturePos);
GL.BindTexture(TextureTarget.Texture2D, texture);
SetUniform1(texturePos);
}
/// <summary>
/// Returns the location from the uniform
/// </summary>
/// <param name="u"></param>
public static implicit operator int(Uniform u) => u.Location;
}
}