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C# Graphics.GetFloatPointer方法代码示例

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;
						}
					}
				}
			}
		}
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:21,代码来源:GLSLESLinkProgram.cs

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.........
开发者ID:ryan-bunker,项目名称:axiom3d,代码行数:101,代码来源:GLSLESLinkProgram.cs


注:本文中的Graphics.GetFloatPointer方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。