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Root/src/Graphics/Effect/EffectAnnotation.cs

#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
 * Copyright 2009-2016 Ethan Lee and the MonoGame Team
 *
 * Released under the Microsoft Public License.
 * See LICENSE for details.
 */
#endregion
 
#region Using Statements
using System;
#endregion
 
namespace Microsoft.Xna.Framework.Graphics
{
    public sealed class EffectAnnotation
    {
        #region Public Properties
 
        public string Name
        {
            get;
            private set;
        }
 
        public string Semantic
        {
            get;
            private set;
        }
 
        public int RowCount
        {
            get;
            private set;
        }
 
        public int ColumnCount
        {
            get;
            private set;
        }
 
        public EffectParameterClass ParameterClass
        {
            get;
            private set;
        }
 
        public EffectParameterType ParameterType
        {
            get;
            private set;
        }
 
        #endregion
 
        #region Private Variables
 
        IntPtr values;
 
        #endregion
 
        #region Internal Constructor
 
        internal EffectAnnotation(
            string name,
            string semantic,
            int rowCount,
            int columnCount,
            EffectParameterClass parameterClass,
            EffectParameterType parameterType,
            IntPtr data
        ) {
            Name = name;
            Semantic = semantic;
            RowCount = rowCount;
            ColumnCount = columnCount;
            ParameterClass = parameterClass;
            ParameterType = parameterType;
            values = data;
        }
 
        #endregion
 
        #region Public Methods
 
        public bool GetValueBoolean()
        {
            unsafe
            {
                // Values are always 4 bytes, so we get to do this. -flibit
                int* resPtr = (int*) values;
                return *resPtr != 0;
            }
        }
 
        public int GetValueInt32()
        {
            unsafe
            {
                int* resPtr = (int*) values;
                return *resPtr;
            }
        }
 
        public Matrix GetValueMatrix()
        {
            // FIXME: This assumes 4x4! -flibit
            unsafe
            {
                float* resPtr = (float*) values;
                return new Matrix(
                    resPtr[0],
                    resPtr[4],
                    resPtr[8],
                    resPtr[12],
                    resPtr[1],
                    resPtr[5],
                    resPtr[9],
                    resPtr[13],
                    resPtr[2],
                    resPtr[6],
                    resPtr[10],
                    resPtr[14],
                    resPtr[3],
                    resPtr[7],
                    resPtr[11],
                    resPtr[15]
                );
            }
        }
 
        public float GetValueSingle()
        {
            unsafe
            {
                float* resPtr = (float*) values;
                return *resPtr;
            }
        }
 
        public string GetValueString()
        {
            /* FIXME: This requires digging into the effect->objects list.
             * We've got the data, we just need to hook it up to FNA.
             * -flibit
             */
            throw new NotImplementedException("effect->objects[?]");
        }
 
        public Vector2 GetValueVector2()
        {
            unsafe
            {
                float* resPtr = (float*) values;
                return new Vector2(resPtr[0], resPtr[1]);
            }
        }
 
        public Vector3 GetValueVector3()
        {
            unsafe
            {
                float* resPtr = (float*) values;
                return new Vector3(resPtr[0], resPtr[1], resPtr[2]);
            }
        }
 
        public Vector4 GetValueVector4()
        {
            unsafe
            {
                float* resPtr = (float*) values;
                return new Vector4(
                    resPtr[0],
                    resPtr[1],
                    resPtr[2],
                    resPtr[3]
                );
            }
        }
 
        #endregion
    }
}

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