本文整理汇总了C#中Graphics.GetFloatPointer方法的典型用法代码示例。如果您正苦于以下问题:C# Graphics.GetFloatPointer方法的具体用法?C# Graphics.GetFloatPointer怎么用?C# Graphics.GetFloatPointer使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Graphics
的用法示例。
在下文中一共展示了Graphics.GetFloatPointer方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: UpdatePassIterationUniforms
public override void UpdatePassIterationUniforms( Graphics.GpuProgramParameters parms )
{
if ( parms.HasPassIterationNumber )
{
int index = parms.PassIterationNumberIndex;
foreach ( var currentUniform in glUniformReferences )
{
if ( index == currentUniform.ConstantDef.PhysicalIndex )
{
unsafe
{
GL.Uniform1( currentUniform.Location, 1, parms.GetFloatPointer( index ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
//There will only be one multipass entry
return;
}
}
}
}
}
示例2: UpdateUniforms
public override void UpdateUniforms( Graphics.GpuProgramParameters parms, int mask, Graphics.GpuProgramType fromProgType )
{
foreach ( var currentUniform in glUniformReferences )
{
//Only pull values from buffer it's supposed to be in (vertex or fragment)
//This method will be called twice, once for vertex program params,
//and once for fragment program params.
if ( fromProgType == currentUniform.SourceProgType )
{
var def = currentUniform.ConstantDef;
if ( ( (int) def.Variability & mask ) != 0 )
{
int glArraySize = def.ArraySize;
switch ( def.ConstantType )
{
case GpuProgramParameters.GpuConstantType.Float1:
unsafe
{
GL.Uniform1( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Float2:
unsafe
{
GL.Uniform2( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Float3:
unsafe
{
GL.Uniform3( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
}
break;
case GpuProgramParameters.GpuConstantType.Float4:
unsafe
{
GL.Uniform4( currentUniform.Location, glArraySize, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Matrix_2X2:
unsafe
{
GL.UniformMatrix2( currentUniform.Location, glArraySize, false, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Matrix_3X3:
unsafe
{
GL.UniformMatrix3( currentUniform.Location, glArraySize, false, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Matrix_4X4:
unsafe
{
GL.UniformMatrix4( currentUniform.Location, glArraySize, false, parms.GetFloatPointer( def.PhysicalIndex ).Pointer.ToFloatPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Int1:
unsafe
{
GL.Uniform1( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Int2:
unsafe
{
GL.Uniform2( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Int3:
unsafe
{
GL.Uniform3( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Int4:
unsafe
{
GL.Uniform4( currentUniform.Location, glArraySize, parms.GetIntPointer( def.PhysicalIndex ).Pointer.ToIntPointer() );
GLES2Config.GlCheckError( this );
}
break;
case GpuProgramParameters.GpuConstantType.Sampler1D:
case GpuProgramParameters.GpuConstantType.Sampler1DShadow:
case GpuProgramParameters.GpuConstantType.Sampler2D:
case GpuProgramParameters.GpuConstantType.Sampler2DShadow:
case GpuProgramParameters.GpuConstantType.Sampler3D:
case GpuProgramParameters.GpuConstantType.SamplerCube:
//samplers handled like 1-elemnt ints
unsafe
//.........这里部分代码省略.........