protected override void DoInitialize() { Renderer boundingBox = this.BoundingBoxRenderer; if (boundingBox != null) { boundingBox.Initialize(); } Renderer scientific = this.ScientificRenderer; if (scientific != null) { scientific.Initialize(); var sampler1D = new sampler1D(); var bitmap = new Bitmap(@"Images\simColorCode.jpg"); sampler1D.Initialize(bitmap); bitmap.Dispose(); scientific.SetUniform("colorCodeSampler", new samplerValue( BindTextureTarget.Texture1D, sampler1D.Id, OpenGL.GL_TEXTURE0)); } }
/// <summary> /// Returns the mipmap array(s) that would be accessed in the x component of the return value. /// Returns the computed level of detail relative to the base level in the y component of the return value. /// If called on an incomplete texture, the results are undefined. /// </summary> protected static vec2 textureQueryLod(sampler1D sampler, float P) { throw _invalidAccess; }
/// <summary> Fetch a single texel as in texelFetch offset by offset as described in textureOffset. </summary> protected static vec4 texelFetchOffset(sampler1D sampler, int P, int lod, int offset) { throw _invalidAccess; }
/// <summary>Do a texture lookup with projection. The texture coordinates consumed from P, /// not including the last component of P, are divided by the last component of P. /// After these values are computed,texture lookup proceeds as in texture.</summary> protected static vec4 textureProj(sampler1D sampler, vec2 P) { throw _invalidAccess; }
protected extern vec4 texelFetch(sampler1D sampler, int p, int lod);
public static vec4 texture(sampler1D texture, float uv) { throw new NotNeedToImplementException(); }
public static vec4 texelFetch(Location location, sampler1D sampler, int P, int lod) { return(Shader.TraceFunction(location, new vec4(texelFetch <float>(location, sampler.i, P, 0, 0, lod, GetPName.TextureBinding1D)), "texelFetch")); }
/// <summary> /// Do a texture lookup as in texture but with explicit LOD; lod specifies λbase and sets the partial derivatives as follows. /// (See section 3.8.11 “Texture Minification” and equation 3.17 in the OpenGL Graphics SystemSpecification.) /// ∂u/∂x = 0; ∂v/∂x = 0; ∂w/∂x = 0; ∂u/∂y = 0; ∂v/∂y = 0; ∂w/∂y = 0; /// </summary> protected static vec4 textureLod(sampler1D sampler, float P, float lod) { throw _invalidAccess; }
protected extern vec4 textureProGrad(sampler1D sampler, vec4 p, float dPdx, float dPdy);
protected extern vec4 textureGrad(sampler1D sampler, float p, float dPdx, float dPdy);
protected extern vec4 textureProjLodOffset(sampler1D sampler, vec4 p, float lod, int offset);
protected extern vec4 textureProjLod(sampler1D sampler, vec4 p, float lod);
protected extern vec4 textureLodOffset(sampler1D sampler, float p, int lod, int offset);
protected extern vec4 textureProjOffset(sampler1D sampler, vec4 p, int offset, float bias = 0);
protected extern vec4 texelFetchOffset(sampler1D sampler, int p, int lod, int offset);
protected static vec4 texture1D(sampler1D sampler, float s) { throw _invalidAccess; }
/// <summary> /// Use integer texture coordinate P to lookup a single texel from sampler. /// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution” /// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification. /// </summary> protected static vec4 texelFetch(sampler1D sampler, int P, int lod) { throw _invalidAccess; }
protected extern vec4 textureProjGradOffset(sampler1D sampler, vec4 p, float dPdx, float dPdy, int offset);
/// <summary> Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel. /// The offset value must be a constant expression. A limited range of offset values are supported; /// the minimum and maximum offset values are implementation-dependent and given by MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, respectively. /// Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 3.8.11 /// “Texture Minification” of the OpenGL Graphics System Specification, where offset is (∂u ,∂v ,∂w). /// </summary> protected static vec4 textureOffset(sampler1D sampler, float P, int offset, float bias) { throw _invalidAccess; }
protected extern int textureSize(sampler1D sampler, int lod);
protected float4 Texture1DProjLod(sampler1D sampler, float4 coord, float lod) { return(new float4(1, 1, 1, 1)); }
protected extern vec4 texture(sampler1D sampler, float p, float bias = 0);
public static vec4 texture(sampler1D texture, double uv) { return(null); }
protected extern vec4 textureProj(sampler1D sampler, vec4 p, float bias = 0);
/// <summary> Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel. /// The offset value must be a constant expression. A limited range of offset values are supported; /// the minimum and maximum offset values are implementation-dependent and given by MIN_PROGRAM_TEXEL_OFFSET and MAX_PROGRAM_TEXEL_OFFSET, respectively. /// Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 3.8.11 /// “Texture Minification” of the OpenGL Graphics System Specification, where offset is (∂u ,∂v ,∂w). /// </summary> protected internal static vec4 TextureOffset(sampler1D sampler, float P, int offset) { throw _invalidAccess; }
protected extern vec4 textureLod(sampler1D sampler, float p, float lod);
/// <summary>Do a texture lookup with projection. The texture coordinates consumed from P, /// not including the last component of P, are divided by the last component of P. /// After these values are computed,texture lookup proceeds as in texture.</summary> protected static vec4 textureProj(sampler1D sampler, vec4 P, float bias) { throw _invalidAccess; }
protected vec4 texture(sampler1D texture, float uv) { throw new NotNeedToImplementException(); }
/// <summary> Do a projective texture lookup as described in textureProj offset by offset as described in textureOffset. </summary> protected static vec4 textureProjOffset(sampler1D sampler, vec4 P, int offset) { throw _invalidAccess; }
/// <summary>Do a texture lookup with projection. The texture coordinates consumed from P, /// not including the last component of P, are divided by the last component of P. /// After these values are computed,texture lookup proceeds as in texture.</summary> protected internal static vec4 TextureProj(sampler1D sampler, vec4 P) { throw _invalidAccess; }
protected static int textureSize(sampler1D sampler, int lod) { throw _invalidAccess; }
/// <summary>Do a texture lookup both projectively, as described in TextureProj, and with explicit gradient as /// described in TextureGrad. The partial derivatives dPdx and dPdy are assumed to be already projected.</summary> protected internal static vec4 TextureProjGrad(sampler1D sampler, vec2 P, float dPdx, float dPdy) { throw _invalidAccess; }
/// <summary> Do a texture lookup as in texture but with explicit gradients. /// The partial derivatives of P are with respect to window x and window y. /// ∂s/∂x = ∂P/∂x; ∂s/∂y = ∂P/∂y; ∂t/∂x = 0; ∂t/∂y = 0; ∂r/∂x = 0; ∂r/∂y = 0;</summary> protected static vec4 textureGrad(sampler1D sampler, float P, float dPdx, float dPdy) { throw _invalidAccess; }
/// <summary>Do a texture lookup projectively and with explicit gradient as described in TextureProjGrad, /// as well as with offset, as described in TextureOffset.</summary> protected internal static vec4 TextureProjGradOffset(sampler1D sampler, vec4 P, float dPdx, float dPdy, int offset) { throw _invalidAccess; }
/// <summary>Do a texture lookup with both explicit gradient and offset, as described in textureGrad and textureOffset. </summary> protected static vec4 textureGradOffset(sampler1D sampler, float P, float dPdx, float dPdy, int offset) { throw _invalidAccess; }
/// <summary> Do an offset texture lookup with explicit LOD. See TextureLod and TextureOffset.</summary> protected internal static vec4 TextureProjLodOffset(sampler1D sampler, vec4 P, float lod, int offset) { throw _invalidAccess; }
/// <summary> Do an offset texture lookup with explicit LOD. See textureLod and textureOffset.</summary> protected static vec4 textureLodOffset(sampler1D sampler, float P, float lod, int offset) { throw _invalidAccess; }
/// <summary> Do a projective texture lookup as described in TextureProj offset by offset as described in TextureOffset. </summary> protected internal static vec4 TextureProjOffset(sampler1D sampler, vec4 P, int offset, float bias) { throw _invalidAccess; }
public static vec4 texture(Location location, sampler1D sampler, float P, float bias = 0) { return(texturef(location, sampler.i, P, 0, 0, 0, GetPName.TextureBinding1D)); }
/// <summary> /// Use integer texture coordinate P to lookup a single texel from sampler. /// The level-ofdetail lod is as described in sections 2.11.8 “Shader Execution” /// under Texel Fetches and 3.8 “Texturing” of the OpenGL GraphicsSystem Specification. /// </summary> protected internal static vec4 TexelFetch(sampler1D sampler, int P, int lod) { throw _invalidAccess; }
protected float4 Texture1D(sampler1D sampler, float coord) { return(new float4(1, 1, 1, 1)); }
/// <summary>Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.</summary> protected internal static vec4 Texture(sampler1D sampler, float s, float bias) { throw _invalidAccess; }
protected float4 Texture1DProj(sampler1D sampler, float4 coord, float bias) { return(new float4(1, 1, 1, 1)); }
/// <summary> /// Returns the mipmap array(s) that would be accessed in the x component of the return value. /// Returns the computed level of detail relative to the base level in the y component of the return value. /// If called on an incomplete texture, the results are undefined. /// </summary> protected internal static vec2 TextureQueryLod(sampler1D sampler, float P) { throw _invalidAccess; }
protected internal static int TextureSize(sampler1D sampler, int lod) { throw _invalidAccess; }
/// <summary> /// Do a texture lookup as in texture but with explicit LOD; lod specifies λbase and sets the partial derivatives as follows. /// (See section 3.8.11 “Texture Minification” and equation 3.17 in the OpenGL Graphics SystemSpecification.) /// ∂u/∂x = 0; ∂v/∂x = 0; ∂w/∂x = 0; ∂u/∂y = 0; ∂v/∂y = 0; ∂w/∂y = 0; /// </summary> protected internal static vec4 TextureLod(sampler1D sampler, float P, float lod) { throw _invalidAccess; }
public static vec4 texture1D(sampler1D simplexTexture, double sindex) { return(null); }
public static vec4 texture(sampler1D sampler, float coord) { return new vec4(); }