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gl.Version_2_1.cs
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140 lines (123 loc) · 6.08 KB
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#region Copyright and License
// Copyright (c) 2013-2014 The Khronos Group Inc.
// Copyright (c) of C# port 2014 by Shinta <shintadono@googlemail.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a
// copy of this software and/or associated documentation files (the
// "Materials"), to deal in the Materials without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Materials, and to
// permit persons to whom the Materials are furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be included
// in all copies or substantial portions of the Materials.
//
// THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
#endregion
using System.Runtime.InteropServices;
namespace OpenGL.Core
{
using Delegates;
namespace Delegates
{
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
/// <param name="location">The location of the uniform.</param>
/// <param name="count">Number of matrices to be loaded. (>1 if uniform is array of matrices)</param>
/// <param name="transpose">Set <b>true</b> if the matrix is to be transposed.</param>
/// <param name="value">The values of the matrix.</param>
public delegate void glUniformMatrix2x3fv(int location, int count, [MarshalAs(UnmanagedType.I1)] bool transpose, params float[] value);
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
/// <param name="location">The location of the uniform.</param>
/// <param name="count">Number of matrices to be loaded. (>1 if uniform is array of matrices)</param>
/// <param name="transpose">Set <b>true</b> if the matrix is to be transposed.</param>
/// <param name="value">The values of the matrix.</param>
public delegate void glUniformMatrix3x2fv(int location, int count, [MarshalAs(UnmanagedType.I1)] bool transpose, params float[] value);
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
/// <param name="location">The location of the uniform.</param>
/// <param name="count">Number of matrices to be loaded. (>1 if uniform is array of matrices)</param>
/// <param name="transpose">Set <b>true</b> if the matrix is to be transposed.</param>
/// <param name="value">The values of the matrix.</param>
public delegate void glUniformMatrix2x4fv(int location, int count, [MarshalAs(UnmanagedType.I1)] bool transpose, params float[] value);
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
/// <param name="location">The location of the uniform.</param>
/// <param name="count">Number of matrices to be loaded. (>1 if uniform is array of matrices)</param>
/// <param name="transpose">Set <b>true</b> if the matrix is to be transposed.</param>
/// <param name="value">The values of the matrix.</param>
public delegate void glUniformMatrix4x2fv(int location, int count, [MarshalAs(UnmanagedType.I1)] bool transpose, params float[] value);
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
/// <param name="location">The location of the uniform.</param>
/// <param name="count">Number of matrices to be loaded. (>1 if uniform is array of matrices)</param>
/// <param name="transpose">Set <b>true</b> if the matrix is to be transposed.</param>
/// <param name="value">The values of the matrix.</param>
public delegate void glUniformMatrix3x4fv(int location, int count, [MarshalAs(UnmanagedType.I1)] bool transpose, params float[] value);
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
/// <param name="location">The location of the uniform.</param>
/// <param name="count">Number of matrices to be loaded. (>1 if uniform is array of matrices)</param>
/// <param name="transpose">Set <b>true</b> if the matrix is to be transposed.</param>
/// <param name="value">The values of the matrix.</param>
public delegate void glUniformMatrix4x3fv(int location, int count, [MarshalAs(UnmanagedType.I1)] bool transpose, params float[] value);
}
public static partial class gl
{
/// <summary>
/// Indicates if OpenGL version 2.1 is available.
/// </summary>
public static bool VERSION_2_1;
#region Delegates
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
public static glUniformMatrix2x3fv UniformMatrix2x3fv;
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
public static glUniformMatrix3x2fv UniformMatrix3x2fv;
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
public static glUniformMatrix2x4fv UniformMatrix2x4fv;
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
public static glUniformMatrix4x2fv UniformMatrix4x2fv;
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
public static glUniformMatrix3x4fv UniformMatrix3x4fv;
/// <summary>
/// Sets a uniform matrix value.
/// </summary>
public static glUniformMatrix4x3fv UniformMatrix4x3fv;
#endregion
private static void Load_VERSION_2_1()
{
UniformMatrix2x3fv = GetAddress<glUniformMatrix2x3fv>("glUniformMatrix2x3fv");
UniformMatrix3x2fv = GetAddress<glUniformMatrix3x2fv>("glUniformMatrix3x2fv");
UniformMatrix2x4fv = GetAddress<glUniformMatrix2x4fv>("glUniformMatrix2x4fv");
UniformMatrix4x2fv = GetAddress<glUniformMatrix4x2fv>("glUniformMatrix4x2fv");
UniformMatrix3x4fv = GetAddress<glUniformMatrix3x4fv>("glUniformMatrix3x4fv");
UniformMatrix4x3fv = GetAddress<glUniformMatrix4x3fv>("glUniformMatrix4x3fv");
VERSION_2_1 = VERSION_2_0 && UniformMatrix2x3fv != null && UniformMatrix3x2fv != null && UniformMatrix2x4fv != null &&
UniformMatrix4x2fv != null && UniformMatrix3x4fv != null && UniformMatrix4x3fv != null;
}
}
}