251 lines
13 KiB
C#
251 lines
13 KiB
C#
// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using SharpDX.Mathematics.Interop;
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using System.Diagnostics;
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namespace SharpDX.Direct3D11
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{
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public partial class EffectMatrixVariable
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{
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private const string MatrixInvalidSize = "Invalid Matrix size: Must be 64 bytes, 16 floats";
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/// <summary>
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/// Set a floating-point matrix.
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/// </summary>
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/// <param name="matrix"> A pointer to the first element in the matrix. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrix([In] float* pData)</unmanaged>
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public void SetMatrix<T>(T matrix) where T : struct
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{
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SetMatrix(ref matrix);
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}
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/// <summary>
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/// Get a matrix.
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/// </summary>
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/// <returns><para>A reference to the first element in a matrix.</para></returns>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData)</unmanaged>
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public unsafe T GetMatrix<T>() where T : struct
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{
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T value;
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GetMatrix(out *(RawMatrix*)Interop.CastOut(out value));
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return value;
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}
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/// <summary>
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/// Get a matrix.
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/// </summary>
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/// <returns><para>A reference to the first element in a matrix.</para></returns>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData)</unmanaged>
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public RawMatrix GetMatrix()
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{
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RawMatrix value;
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GetMatrix(out value);
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return value;
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}
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/// <summary>
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/// Set a floating-point matrix.
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/// </summary>
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/// <param name="matrix"> A pointer to the first element in the matrix. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrix([In] float* pData)</unmanaged>
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public unsafe void SetMatrix<T>(ref T matrix) where T : struct
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{
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System.Diagnostics.Debug.Assert(Utilities.SizeOf<T>() <= 64, MatrixInvalidSize);
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SetMatrix(ref *(RawMatrix*)Interop.Fixed(ref matrix));
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}
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/// <summary>
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/// Set an array of floating-point matrices.
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/// </summary>
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/// <param name="matrixArray"> A pointer to the first matrix. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public void SetMatrix<T>(T[] matrixArray) where T : struct
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{
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SetMatrix(matrixArray, 0);
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}
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/// <summary>
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/// Set an array of floating-point matrices.
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/// </summary>
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/// <param name="matrixArray"> A pointer to the first matrix. </param>
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/// <param name="offset"> The number of matrix elements to skip from the start of the array. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public void SetMatrix<T>(T[] matrixArray, int offset) where T : struct
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{
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System.Diagnostics.Debug.Assert(Utilities.SizeOf<T>() == 64, MatrixInvalidSize);
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SetMatrixArray(Interop.CastArray<RawMatrix, T>(matrixArray), offset, matrixArray.Length);
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}
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/// <summary>
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/// Get an array of matrices.
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/// </summary>
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/// <param name="count"> The number of matrices in the returned array. </param>
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/// <returns>Returns an array of matrix. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public T[] GetMatrixArray<T>(int count) where T : struct
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{
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return GetMatrixArray<T>(0, count);
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}
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/// <summary>
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/// Get an array of matrices.
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/// </summary>
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/// <param name="offset"> The offset (in number of matrices) between the start of the array and the first matrix returned. </param>
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/// <param name="count"> The number of matrices in the returned array. </param>
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/// <returns>Returns an array of matrix. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public T[] GetMatrixArray<T>(int offset, int count) where T : struct
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{
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var temp = new T[count];
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GetMatrixArray(Interop.CastArray<RawMatrix, T>(temp), offset, count);
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return temp;
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}
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/// <summary>
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/// Transpose and set a floating-point matrix.
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/// </summary>
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/// <remarks>
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/// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
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/// </remarks>
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/// <param name="matrix"> A pointer to the first element of a matrix. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrixTranspose([In] float* pData)</unmanaged>
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public void SetMatrixTranspose<T>(T matrix) where T : struct
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{
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SetMatrixTranspose(ref matrix);
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}
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/// <summary>
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/// Transpose and set a floating-point matrix.
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/// </summary>
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/// <remarks>
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/// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
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/// </remarks>
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/// <param name="matrix"> A pointer to the first element of a matrix. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrixTranspose([In] float* pData)</unmanaged>
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public unsafe void SetMatrixTranspose<T>(ref T matrix) where T : struct
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{
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System.Diagnostics.Debug.Assert(Utilities.SizeOf<T>() <= 64, MatrixInvalidSize);
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SetMatrixTranspose(ref *(RawMatrix*)Interop.Cast(ref matrix));
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}
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/// <summary>
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/// Transpose and set an array of floating-point matrices.
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/// </summary>
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/// <remarks>
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/// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
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/// </remarks>
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/// <param name="matrixArray"> A pointer to an array of matrices. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public void SetMatrixTranspose<T>(T[] matrixArray) where T : struct
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{
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SetMatrixTranspose(matrixArray, 0);
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}
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/// <summary>
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/// Transpose and set an array of floating-point matrices.
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/// </summary>
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/// <remarks>
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/// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
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/// </remarks>
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/// <param name="matrixArray"> A pointer to an array of matrices. </param>
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/// <param name="offset"> The offset (in number of matrices) between the start of the array and the first matrix to set. </param>
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/// <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public void SetMatrixTranspose<T>(T[] matrixArray, int offset) where T : struct
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{
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SetMatrixTransposeArray(Interop.CastArray<RawMatrix, T>(matrixArray), offset, matrixArray.Length);
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}
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/// <summary>
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/// Transpose and get a floating-point matrix.
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/// </summary>
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/// <returns>The transposed matrix.</returns>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData)</unmanaged>
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public unsafe T GetMatrixTranspose<T>() where T : struct
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{
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T value;
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GetMatrixTranspose(out *(RawMatrix*)Interop.CastOut(out value));
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return value;
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}
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/// <summary>
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/// Transpose and get a floating-point matrix.
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/// </summary>
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/// <returns>The transposed matrix.</returns>
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/// <remarks>
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/// 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.
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/// </remarks>
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/// <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData)</unmanaged>
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public RawMatrix GetMatrixTranspose()
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{
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RawMatrix value;
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GetMatrixTranspose(out value);
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return value;
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}
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/// <summary>
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/// Transpose and get an array of floating-point matrices.
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/// </summary>
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/// <remarks>
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/// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
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/// </remarks>
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/// <param name="count"> The number of matrices in the array to get. </param>
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/// <returns>Returns an array of transposed <see cref="RawMatrix"/>. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public T[] GetMatrixTransposeArray<T>(int count) where T : struct
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{
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return GetMatrixTransposeArray<T>(0, count);
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}
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/// <summary>
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/// Transpose and get an array of floating-point matrices.
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/// </summary>
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/// <remarks>
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/// Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).
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/// </remarks>
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/// <param name="offset"> The offset (in number of matrices) between the start of the array and the first matrix to get. </param>
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/// <param name="count"> The number of matrices in the array to get. </param>
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/// <returns>Returns an array of transposed <see cref="RawMatrix"/>. </returns>
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/// <unmanaged>HRESULT ID3D11EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
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public T[] GetMatrixTransposeArray<T>(int offset, int count) where T : struct
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{
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var temp = new T[count];
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GetMatrixTransposeArray(Interop.CastArray<RawMatrix, T>(temp), offset, count);
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return temp;
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}
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}
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} |