250 lines
6.8 KiB
C#
250 lines
6.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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namespace OpenRA.Platforms.Default
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{
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class Shader : ThreadAffine, IShader
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{
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public const int VertexPosAttributeIndex = 0;
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public const int TexCoordAttributeIndex = 1;
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public const int TexMetadataAttributeIndex = 2;
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readonly Dictionary<string, int> samplers = new Dictionary<string, int>();
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readonly Dictionary<int, ITexture> textures = new Dictionary<int, ITexture>();
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readonly uint program;
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protected uint CompileShaderObject(int type, string name)
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{
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var ext = type == OpenGL.GL_VERTEX_SHADER ? "vert" : "frag";
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var filename = Path.Combine(Platform.GameDir, "glsl", name + "." + ext);
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var code = File.ReadAllText(filename);
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var shader = OpenGL.glCreateShader(type);
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OpenGL.CheckGLError();
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unsafe
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{
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var length = code.Length;
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OpenGL.glShaderSource(shader, 1, new string[] { code }, new IntPtr(&length));
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}
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OpenGL.CheckGLError();
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OpenGL.glCompileShader(shader);
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OpenGL.CheckGLError();
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int success;
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OpenGL.glGetShaderiv(shader, OpenGL.GL_COMPILE_STATUS, out success);
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OpenGL.CheckGLError();
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if (success == OpenGL.GL_FALSE)
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{
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int len;
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OpenGL.glGetShaderiv(shader, OpenGL.GL_INFO_LOG_LENGTH, out len);
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var log = new StringBuilder(len);
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int length;
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OpenGL.glGetShaderInfoLog(shader, len, out length, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Compile error in shader object '{0}'".F(filename));
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}
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return shader;
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}
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public Shader(string name)
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{
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var vertexShader = CompileShaderObject(OpenGL.GL_VERTEX_SHADER, name);
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var fragmentShader = CompileShaderObject(OpenGL.GL_FRAGMENT_SHADER, name);
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// Assemble program
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program = OpenGL.glCreateProgram();
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, VertexPosAttributeIndex, "aVertexPosition");
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexCoordAttributeIndex, "aVertexTexCoord");
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OpenGL.CheckGLError();
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OpenGL.glBindAttribLocation(program, TexMetadataAttributeIndex, "aVertexTexMetadata");
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OpenGL.CheckGLError();
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OpenGL.glAttachShader(program, vertexShader);
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OpenGL.CheckGLError();
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OpenGL.glAttachShader(program, fragmentShader);
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OpenGL.CheckGLError();
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OpenGL.glLinkProgram(program);
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OpenGL.CheckGLError();
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int success;
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OpenGL.glGetProgramiv(program, OpenGL.GL_LINK_STATUS, out success);
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OpenGL.CheckGLError();
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if (success == OpenGL.GL_FALSE)
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{
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int len;
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OpenGL.glGetProgramiv(program, OpenGL.GL_INFO_LOG_LENGTH, out len);
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var log = new StringBuilder(len);
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int length;
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OpenGL.glGetProgramInfoLog(program, len, out length, log);
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Log.Write("graphics", "GL Info Log:\n{0}", log.ToString());
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throw new InvalidProgramException("Link error in shader program '{0}'".F(name));
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}
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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int numUniforms;
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OpenGL.glGetProgramiv(program, OpenGL.GL_ACTIVE_UNIFORMS, out numUniforms);
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OpenGL.CheckGLError();
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var nextTexUnit = 0;
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for (var i = 0; i < numUniforms; i++)
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{
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int length, size;
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int type;
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var sb = new StringBuilder(128);
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OpenGL.glGetActiveUniform(program, i, 128, out length, out size, out type, sb);
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var sampler = sb.ToString();
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OpenGL.CheckGLError();
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if (type == OpenGL.GL_SAMPLER_2D)
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{
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samplers.Add(sampler, nextTexUnit);
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var loc = OpenGL.glGetUniformLocation(program, sampler);
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OpenGL.CheckGLError();
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OpenGL.glUniform1i(loc, nextTexUnit);
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OpenGL.CheckGLError();
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nextTexUnit++;
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}
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}
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}
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public void Render(Action a)
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{
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VerifyThreadAffinity();
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OpenGL.glUseProgram(program);
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// bind the textures
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foreach (var kv in textures)
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{
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OpenGL.glActiveTexture(OpenGL.GL_TEXTURE0 + kv.Key);
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OpenGL.glBindTexture(OpenGL.GL_TEXTURE_2D, ((Texture)kv.Value).ID);
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}
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OpenGL.CheckGLError();
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a();
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OpenGL.CheckGLError();
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}
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public void SetTexture(string name, ITexture t)
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{
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VerifyThreadAffinity();
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if (t == null)
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return;
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int texUnit;
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if (samplers.TryGetValue(name, out texUnit))
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textures[texUnit] = t;
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}
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public void SetBool(string name, bool value)
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{
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VerifyThreadAffinity();
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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var param = OpenGL.glGetUniformLocation(program, name);
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OpenGL.CheckGLError();
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OpenGL.glUniform1i(param, value ? 1 : 0);
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OpenGL.CheckGLError();
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}
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public void SetVec(string name, float x)
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{
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VerifyThreadAffinity();
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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var param = OpenGL.glGetUniformLocation(program, name);
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OpenGL.CheckGLError();
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OpenGL.glUniform1f(param, x);
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OpenGL.CheckGLError();
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}
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public void SetVec(string name, float x, float y)
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{
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VerifyThreadAffinity();
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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var param = OpenGL.glGetUniformLocation(program, name);
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OpenGL.CheckGLError();
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OpenGL.glUniform2f(param, x, y);
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OpenGL.CheckGLError();
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}
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public void SetVec(string name, float x, float y, float z)
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{
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VerifyThreadAffinity();
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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var param = OpenGL.glGetUniformLocation(program, name);
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OpenGL.CheckGLError();
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OpenGL.glUniform3f(param, x, y, z);
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OpenGL.CheckGLError();
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}
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public void SetVec(string name, float[] vec, int length)
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{
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VerifyThreadAffinity();
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var param = OpenGL.glGetUniformLocation(program, name);
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OpenGL.CheckGLError();
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unsafe
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{
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fixed (float* pVec = vec)
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{
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var ptr = new IntPtr(pVec);
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switch (length)
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{
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case 1: OpenGL.glUniform1fv(param, 1, ptr); break;
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case 2: OpenGL.glUniform2fv(param, 1, ptr); break;
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case 3: OpenGL.glUniform3fv(param, 1, ptr); break;
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case 4: OpenGL.glUniform4fv(param, 1, ptr); break;
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default: throw new InvalidDataException("Invalid vector length");
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}
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}
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}
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OpenGL.CheckGLError();
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}
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public void SetMatrix(string name, float[] mtx)
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{
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VerifyThreadAffinity();
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if (mtx.Length != 16)
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throw new InvalidDataException("Invalid 4x4 matrix");
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OpenGL.glUseProgram(program);
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OpenGL.CheckGLError();
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var param = OpenGL.glGetUniformLocation(program, name);
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OpenGL.CheckGLError();
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unsafe
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{
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fixed (float* pMtx = mtx)
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OpenGL.glUniformMatrix4fv(param, 1, false, new IntPtr(pMtx));
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}
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OpenGL.CheckGLError();
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}
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}
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}
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