private void Uniform4uiv(int location, int count, uint[] value) { if (location < 0 || value == null || value.Length != 4) { return; } ShaderProgram program = this.currentShaderProgram; if (program == null) { SetLastError(ErrorCode.InvalidOperation); return; } // TODO:GL_INVALID_OPERATION is generated if the size of the uniform variable declared in the shader does not match the size indicated by the glUniform command. if (count < 0) { SetLastError(ErrorCode.InvalidValue); return; } UniformVariable v = program.GetUniformVariable(location); if (v == null) { SetLastError(ErrorCode.InvalidOperation); return; } FieldInfo fieldInfo = v.fieldInfo; if ((count > 1) && (!fieldInfo.FieldType.IsArray)) { SetLastError(ErrorCode.InvalidOperation); return; } var copy = new uvec4[count]; for (int i = 0; i < count; i++) { copy[i] = new uvec4(value[i * 4 + 0], value[i * 4 + 1], value[i * 4 + 2], value[i * 4 + 3]); } program.SetUniform(location, copy); }
/// <summary> /// /// </summary> /// <param name="v"></param> public uvec2(uvec4 v) { this.x = v.x; this.y = v.y; }
/// <summary> /// /// </summary> /// <param name="v"></param> public uvec3(uvec4 v) { this.x = v.x; this.y = v.y; this.z = v.z; }
public static ivec3 ivec3(uvec4 v) { return(new ivec3((int)v.x, (int)v.y, (int)v.z)); }
public static ivec2 ivec2(uvec4 v) { return(new ivec2((int)v.x, (int)v.y)); }