コード例 #1
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ファイル: BoundedRenderer.cs プロジェクト: xzoth/CSharpGL
        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));
            }
        }
コード例 #2
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 /// <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;
 }
コード例 #3
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 /// <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;
 }
コード例 #4
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 /// <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;
 }
コード例 #5
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 protected extern vec4 texelFetch(sampler1D sampler, int p, int lod);
コード例 #6
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 public static vec4 texture(sampler1D texture, float uv)
 {
     throw new NotNeedToImplementException();
 }
コード例 #7
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ファイル: Access.cs プロジェクト: h3tch/ProtoFX
 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"));
 }
コード例 #8
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 /// <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;
 }
コード例 #9
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 protected extern vec4 textureProGrad(sampler1D sampler, vec4 p, float dPdx, float dPdy);
コード例 #10
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 protected extern vec4 textureGrad(sampler1D sampler, float p, float dPdx, float dPdy);
コード例 #11
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 protected extern vec4 textureProjLodOffset(sampler1D sampler, vec4 p, float lod, int offset);
コード例 #12
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 protected extern vec4 textureProjLod(sampler1D sampler, vec4 p, float lod);
コード例 #13
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 protected extern vec4 textureLodOffset(sampler1D sampler, float p, int lod, int offset);
コード例 #14
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 protected extern vec4 textureProjOffset(sampler1D sampler, vec4 p, int offset, float bias              = 0);
コード例 #15
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 protected extern vec4 texelFetchOffset(sampler1D sampler, int p, int lod, int offset);
コード例 #16
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 protected static vec4 texture1D(sampler1D sampler, float s)
 {
     throw _invalidAccess;
 }
コード例 #17
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 /// <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;
 }
コード例 #18
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 protected extern vec4 textureProjGradOffset(sampler1D sampler, vec4 p, float dPdx, float dPdy, int offset);
コード例 #19
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 /// <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;
 }
コード例 #20
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 protected extern int textureSize(sampler1D sampler, int lod);
コード例 #21
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 protected float4 Texture1DProjLod(sampler1D sampler, float4 coord, float lod)
 {
     return(new float4(1, 1, 1, 1));
 }
コード例 #22
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 protected extern vec4 texture(sampler1D sampler, float p, float bias             = 0);
コード例 #23
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 public static vec4 texture(sampler1D texture, double uv)
 {
     return(null);
 }
コード例 #24
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 protected extern vec4 textureProj(sampler1D sampler, vec4 p, float bias         = 0);
コード例 #25
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 /// <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;
 }
コード例 #26
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 protected extern vec4 textureLod(sampler1D sampler, float p, float lod);
コード例 #27
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 /// <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;
 }
コード例 #28
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 protected vec4 texture(sampler1D texture, float uv) { throw new NotNeedToImplementException(); }
コード例 #29
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 /// <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;
 }
コード例 #30
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 /// <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;
 }
コード例 #31
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 protected static int textureSize(sampler1D sampler, int lod)
 {
     throw _invalidAccess;
 }
コード例 #32
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 /// <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;
 }
コード例 #33
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 /// <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;
 }
コード例 #34
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 /// <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;
 }
コード例 #35
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 /// <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;
 }
コード例 #36
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 /// <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;
 }
コード例 #37
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 /// <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;
 }
コード例 #38
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 /// <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;
 }
コード例 #39
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ファイル: Access.cs プロジェクト: h3tch/ProtoFX
 public static vec4 texture(Location location, sampler1D sampler, float P, float bias = 0)
 {
     return(texturef(location, sampler.i, P, 0, 0, 0, GetPName.TextureBinding1D));
 }
コード例 #40
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 /// <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;
 }
コード例 #41
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 protected float4 Texture1D(sampler1D sampler, float coord)
 {
     return(new float4(1, 1, 1, 1));
 }
コード例 #42
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 /// <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;
 }
コード例 #43
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 protected float4 Texture1DProj(sampler1D sampler, float4 coord, float bias)
 {
     return(new float4(1, 1, 1, 1));
 }
コード例 #44
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 /// <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;
 }
コード例 #45
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 protected internal static int TextureSize(sampler1D sampler, int lod)
 {
     throw _invalidAccess;
 }
コード例 #46
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 /// <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;
 }
コード例 #47
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 public static vec4 texture1D(sampler1D simplexTexture, double sindex)
 {
     return(null);
 }
コード例 #48
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ファイル: GPLang.cs プロジェクト: Wiladams/NewTOAPIA
 public static vec4 texture(sampler1D sampler, float coord)
 {
     return new vec4();
 }