// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // 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 Software. // // THE SOFTWARE IS 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 SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using SharpDX.Mathematics.Interop; using System.Diagnostics; namespace SharpDX.Direct3D11 { public partial class EffectMatrixVariable { private const string MatrixInvalidSize = "Invalid Matrix size: Must be 64 bytes, 16 floats"; /// /// Set a floating-point matrix. /// /// A pointer to the first element in the matrix. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrix([In] float* pData) public void SetMatrix(T matrix) where T : struct { SetMatrix(ref matrix); } /// /// Get a matrix. /// /// A reference to the first element in a matrix. /// /// Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11. /// /// HRESULT ID3DX11EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData) public unsafe T GetMatrix() where T : struct { T value; GetMatrix(out *(RawMatrix*)Interop.CastOut(out value)); return value; } /// /// Get a matrix. /// /// A reference to the first element in a matrix. /// /// Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11. /// /// HRESULT ID3DX11EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData) public RawMatrix GetMatrix() { RawMatrix value; GetMatrix(out value); return value; } /// /// Set a floating-point matrix. /// /// A pointer to the first element in the matrix. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrix([In] float* pData) public unsafe void SetMatrix(ref T matrix) where T : struct { System.Diagnostics.Debug.Assert(Utilities.SizeOf() <= 64, MatrixInvalidSize); SetMatrix(ref *(RawMatrix*)Interop.Fixed(ref matrix)); } /// /// Set an array of floating-point matrices. /// /// A pointer to the first matrix. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count) public void SetMatrix(T[] matrixArray) where T : struct { SetMatrix(matrixArray, 0); } /// /// Set an array of floating-point matrices. /// /// A pointer to the first matrix. /// The number of matrix elements to skip from the start of the array. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count) public void SetMatrix(T[] matrixArray, int offset) where T : struct { System.Diagnostics.Debug.Assert(Utilities.SizeOf() == 64, MatrixInvalidSize); SetMatrixArray(Interop.CastArray(matrixArray), offset, matrixArray.Length); } /// /// Get an array of matrices. /// /// The number of matrices in the returned array. /// Returns an array of matrix. /// HRESULT ID3D11EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count) public T[] GetMatrixArray(int count) where T : struct { return GetMatrixArray(0, count); } /// /// Get an array of matrices. /// /// The offset (in number of matrices) between the start of the array and the first matrix returned. /// The number of matrices in the returned array. /// Returns an array of matrix. /// HRESULT ID3D11EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count) public T[] GetMatrixArray(int offset, int count) where T : struct { var temp = new T[count]; GetMatrixArray(Interop.CastArray(temp), offset, count); return temp; } /// /// Transpose and set a floating-point matrix. /// /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). /// /// A pointer to the first element of a matrix. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrixTranspose([In] float* pData) public void SetMatrixTranspose(T matrix) where T : struct { SetMatrixTranspose(ref matrix); } /// /// Transpose and set a floating-point matrix. /// /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). /// /// A pointer to the first element of a matrix. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrixTranspose([In] float* pData) public unsafe void SetMatrixTranspose(ref T matrix) where T : struct { System.Diagnostics.Debug.Assert(Utilities.SizeOf() <= 64, MatrixInvalidSize); SetMatrixTranspose(ref *(RawMatrix*)Interop.Cast(ref matrix)); } /// /// Transpose and set an array of floating-point matrices. /// /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). /// /// A pointer to an array of matrices. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count) public void SetMatrixTranspose(T[] matrixArray) where T : struct { SetMatrixTranspose(matrixArray, 0); } /// /// Transpose and set an array of floating-point matrices. /// /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). /// /// A pointer to an array of matrices. /// The offset (in number of matrices) between the start of the array and the first matrix to set. /// Returns one of the following {{Direct3D 10 Return Codes}}. /// HRESULT ID3D11EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count) public void SetMatrixTranspose(T[] matrixArray, int offset) where T : struct { SetMatrixTransposeArray(Interop.CastArray(matrixArray), offset, matrixArray.Length); } /// /// Transpose and get a floating-point matrix. /// /// The transposed matrix. /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11. /// /// HRESULT ID3DX11EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData) public unsafe T GetMatrixTranspose() where T : struct { T value; GetMatrixTranspose(out *(RawMatrix*)Interop.CastOut(out value)); return value; } /// /// Transpose and get a floating-point matrix. /// /// The transposed matrix. /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11. /// /// HRESULT ID3DX11EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData) public RawMatrix GetMatrixTranspose() { RawMatrix value; GetMatrixTranspose(out value); return value; } /// /// Transpose and get an array of floating-point matrices. /// /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). /// /// The number of matrices in the array to get. /// Returns an array of transposed . /// HRESULT ID3D11EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count) public T[] GetMatrixTransposeArray(int count) where T : struct { return GetMatrixTransposeArray(0, count); } /// /// Transpose and get an array of floating-point matrices. /// /// /// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). /// /// The offset (in number of matrices) between the start of the array and the first matrix to get. /// The number of matrices in the array to get. /// Returns an array of transposed . /// HRESULT ID3D11EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count) public T[] GetMatrixTransposeArray(int offset, int count) where T : struct { var temp = new T[count]; GetMatrixTransposeArray(Interop.CastArray(temp), offset, count); return temp; } } }