public ShaderProgram() { if (glCreateProgram == null) { glCreateProgram = OpenGL.GetDelegateFor <OpenGL.glCreateProgram>(); glAttachShader = OpenGL.GetDelegateFor <OpenGL.glAttachShader>(); glLinkProgram = OpenGL.GetDelegateFor <OpenGL.glLinkProgram>(); glDetachShader = OpenGL.GetDelegateFor <OpenGL.glDetachShader>(); glDeleteProgram = OpenGL.GetDelegateFor <OpenGL.glDeleteProgram>(); glGetAttribLocation = OpenGL.GetDelegateFor <OpenGL.glGetAttribLocation>(); glUseProgram = OpenGL.GetDelegateFor <OpenGL.glUseProgram>(); glGetProgramiv = OpenGL.GetDelegateFor <OpenGL.glGetProgramiv>(); glUniform1ui = OpenGL.GetDelegateFor <OpenGL.glUniform1ui>(); glUniform2ui = OpenGL.GetDelegateFor <OpenGL.glUniform2ui>(); glUniform3ui = OpenGL.GetDelegateFor <OpenGL.glUniform3ui>(); glUniform4ui = OpenGL.GetDelegateFor <OpenGL.glUniform4ui>(); glUniform1i = OpenGL.GetDelegateFor <OpenGL.glUniform1i>(); glUniform2i = OpenGL.GetDelegateFor <OpenGL.glUniform2i>(); glUniform3i = OpenGL.GetDelegateFor <OpenGL.glUniform3i>(); glUniform4i = OpenGL.GetDelegateFor <OpenGL.glUniform4i>(); glUniform1f = OpenGL.GetDelegateFor <OpenGL.glUniform1f>(); glUniform2f = OpenGL.GetDelegateFor <OpenGL.glUniform2f>(); glUniform3f = OpenGL.GetDelegateFor <OpenGL.glUniform3f>(); glUniform4f = OpenGL.GetDelegateFor <OpenGL.glUniform4f>(); glUniformMatrix2fv = OpenGL.GetDelegateFor <OpenGL.glUniformMatrix2fv>(); glUniformMatrix3fv = OpenGL.GetDelegateFor <OpenGL.glUniformMatrix3fv>(); glUniformMatrix4fv = OpenGL.GetDelegateFor <OpenGL.glUniformMatrix4fv>(); glGetUniformLocation = OpenGL.GetDelegateFor <OpenGL.glGetUniformLocation>(); } this.ShaderProgramObject = glCreateProgram(); }
/// <summary> /// </summary> /// <param name="uniformName"></param> /// <param name="m"></param> public int SetUniformMatrix2(string uniformName, float[] m) { int location = GetUniformLocation(uniformName); if (location >= 0) { if (glUniformMatrix2fv == null) { glUniformMatrix2fv = OpenGL.GetDelegateFor <OpenGL.glUniformMatrix2fv>(); } glUniformMatrix2fv(location, m.Length / 4, false, m); } return(location); }
/// <summary> /// </summary> /// <param name="uniformName"></param> /// <param name="m"></param> public int SetUniformMatrix2(string uniformName, mat2[] m) { int location = GetUniformLocation(uniformName); if (location >= 0) { if (glUniformMatrix2fv == null) { glUniformMatrix2fv = OpenGL.GetDelegateFor <OpenGL.glUniformMatrix2fv>(); } var values = new float[m.Length * 4]; for (int index = 0, i = 0; i < m.Length; i++) { float[] array = m[i].ToArray(); for (int j = 0; j < 4; j++) { values[index++] = array[j]; } } glUniformMatrix2fv(location, m.Length / 4, false, values); } return(location); }