//
// The Open Toolkit Library License
//
-// Copyright (c) 2006 - 2013 Stefanos Apostolopoulos for the Open Toolkit Library
+// Copyright (c) 2006 - 2015 Stefanos Apostolopoulos for the Open Toolkit Library
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
#endregion
+ #region ProgramUniform
+
+ [CLSCompliant(false)]
+ public static void ProgramUniform2(int program, int location, ref Vector2 vector)
+ {
+ GL.ProgramUniform2(program, location, vector.X, vector.Y);
+ }
+
+ [CLSCompliant(false)]
+ public static void ProgramUniform3(int program, int location, ref Vector3 vector)
+ {
+ GL.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
+ }
+
+ [CLSCompliant(false)]
+ public static void ProgramUniform4(int program, int location, ref Vector4 vector)
+ {
+ GL.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
+ }
+
+ public static void ProgramUniform2(int program, int location, Vector2 vector)
+ {
+ GL.ProgramUniform2(program, location, vector.X, vector.Y);
+ }
+
+ public static void ProgramUniform3(int program, int location, Vector3 vector)
+ {
+ GL.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
+ }
+
+ public static void ProgramUniform4(int program, int location, Vector4 vector)
+ {
+ GL.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
+ }
+
+ public static void ProgramUniform4(int program, int location, Color4 color)
+ {
+ GL.ProgramUniform4(program, location, color.R, color.G, color.B, color.A);
+ }
+
+ public static void ProgramUniform4(int program, int location, Quaternion quaternion)
+ {
+ GL.ProgramUniform4(program, location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
+ }
+
+ public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix2x3(int program, int location, bool transpose, ref Matrix2x3d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2x3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix2x4(int program, int location, bool transpose, ref Matrix2x4d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2x4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref Matrix3x2 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3x2(int program, int location, bool transpose, ref Matrix3x2d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3x2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref Matrix3 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref Matrix3d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3x4(int program, int location, bool transpose, ref Matrix3x4d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3x4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4x2(int program, int location, bool transpose, ref Matrix4x2d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4x2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4x3(int program, int location, bool transpose, ref Matrix4x3d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4x3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4d matrix)
+ {
+ unsafe
+ {
+ fixed (double* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ #endregion
+
#region Shaders
#region GetActiveAttrib
//
// The Open Toolkit Library License
//
-// Copyright (c) 2006 - 2013 the Open Toolkit library.
+// Copyright (c) 2006 - 2015 the Open Toolkit library.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
}
}
+ #endregion
+
+ #region ProgramUniform
+
+ [CLSCompliant(false)]
+ public static void ProgramUniform2(int program, int location, ref Vector2 vector)
+ {
+ GL.ProgramUniform2(program, location, vector.X, vector.Y);
+ }
+
+ [CLSCompliant(false)]
+ public static void ProgramUniform3(int program, int location, ref Vector3 vector)
+ {
+ GL.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
+ }
+
+ [CLSCompliant(false)]
+ public static void ProgramUniform4(int program, int location, ref Vector4 vector)
+ {
+ GL.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
+ }
+
+ public static void ProgramUniform2(int program, int location, Vector2 vector)
+ {
+ GL.ProgramUniform2(program, location, vector.X, vector.Y);
+ }
+
+ public static void ProgramUniform3(int program, int location, Vector3 vector)
+ {
+ GL.ProgramUniform3(program, location, vector.X, vector.Y, vector.Z);
+ }
+
+ public static void ProgramUniform4(int program, int location, Vector4 vector)
+ {
+ GL.ProgramUniform4(program, location, vector.X, vector.Y, vector.Z, vector.W);
+ }
+
+ public static void ProgramUniform4(int program, int location, Color4 color)
+ {
+ GL.ProgramUniform4(program, location, color.R, color.G, color.B, color.A);
+ }
+
+ public static void ProgramUniform4(int program, int location, Quaternion quaternion)
+ {
+ GL.ProgramUniform4(program, location, quaternion.X, quaternion.Y, quaternion.Z, quaternion.W);
+ }
+
+ public static void ProgramUniformMatrix2(int program, int location, bool transpose, ref Matrix2 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix2(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix3(int program, int location, bool transpose, ref Matrix3 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix3(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
+
+ public static void ProgramUniformMatrix4(int program, int location, bool transpose, ref Matrix4 matrix)
+ {
+ unsafe
+ {
+ fixed (float* matrix_ptr = &matrix.Row0.X)
+ {
+ GL.ProgramUniformMatrix4(program, location, 1, transpose, matrix_ptr);
+ }
+ }
+ }
#endregion