code clean up
This commit is contained in:
@@ -1,33 +1,30 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="ShaderGenerator.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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// -----------------------------------------------------------------------
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// file="ShaderGenerator"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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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 all
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// 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 THE
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// SOFTWARE.
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Mathematics;
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@@ -48,12 +45,12 @@ namespace StgSharp.Graphics.ShaderEdit
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private List<string> codeList;
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private List<ShaderFunction> usedShaderFunctions;
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public Uniform<T> DefineUniform<T>( string name, int index ) where T:unmanaged
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public Uniform<T> DefineUniform<T>(string name, int index) where T: unmanaged
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{
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ShaderParameter p = new ShaderParameter( name, ShaderParameter.TypeMarshal<T>() );
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uniformDefine.Add( index, p );
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ShaderParameter p = new ShaderParameter(name, ShaderParameter.TypeMarshal<T>());
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uniformDefine.Add(index, p);
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//return new Uniform<TView>();
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// return new Uniform<TView>();
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throw new NotImplementedException();
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}
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@@ -69,42 +66,39 @@ namespace StgSharp.Graphics.ShaderEdit
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public int ParameterCount => inputList.Count;
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public void EmitCall(
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ShaderFunction function,
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ShaderParameter outPut,
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params ShaderParameter[] inputParams )
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public void EmitCall(ShaderFunction function, ShaderParameter outPut, params ShaderParameter[] inputParams)
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{
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if( inputParams.Length != function.ParameterCount )
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if (inputParams.Length != function.ParameterCount)
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{
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// Param list length not equal
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throw new ArgumentException(
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"Provided parameters does not match function's parameter list." );
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"Provided parameters does not match function's parameter list.");
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}
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if( !ShaderParameter.IsSameType( outPut, function.outPut ) )
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if (!ShaderParameter.IsSameType(outPut, function.outPut))
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{
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// Type of returning value not equal
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throw new ArgumentException(
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"Provided parameters does not match function's parameter list." );
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"Provided parameters does not match function's parameter list.");
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}
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for( int i = 0; i < inputParams.Length; i++ )
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for (int i = 0; i < inputParams.Length; i++)
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{
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if( !ShaderParameter.IsSameType( function.inputList[ i ], inputParams[ i ] ) )
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if (!ShaderParameter.IsSameType(function.inputList[i], inputParams[i]))
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{
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// Input type not match
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throw new InvalidCastException(
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"Provided parameters does not match function's parameter list." );
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"Provided parameters does not match function's parameter list.");
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}
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}
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string codeLine = string.Empty; // adding a line like " outvalue = Func(input1, input2,...); "
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if( outPut != ShaderParameter.Void ) {
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if (outPut != ShaderParameter.Void) {
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codeLine += $"{outPut.name} = ";
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}
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codeLine += $"{function.name}(";
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foreach( ShaderParameter inputParam in inputParams ) {
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foreach (ShaderParameter inputParam in inputParams) {
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codeLine += inputParam.name;
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}
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codeLine += ");\n";
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codeList.Add( codeLine );
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codeList.Add(codeLine);
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}
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}
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@@ -113,32 +107,32 @@ namespace StgSharp.Graphics.ShaderEdit
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{
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public static readonly ShaderParameter Void = new ShaderParameter(
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string.Empty, InternalShaderType.Void );
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string.Empty, InternalShaderType.Void);
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internal readonly bool isReadOnly;
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internal readonly InternalShaderType type;
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internal readonly string name;
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public ShaderParameter( string name, InternalShaderType type )
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public ShaderParameter(string name, InternalShaderType type)
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{
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this.name = name;
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this.type = type;
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isReadOnly = false;
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}
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public static bool IsSameType( ShaderParameter param1, ShaderParameter param2 )
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public static bool IsSameType(ShaderParameter param1, ShaderParameter param2)
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{
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if( param1.type != InternalShaderType.Struct )
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if (param1.type != InternalShaderType.Struct)
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{
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return param1.type == param2.type;
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} else
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{
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throw new Exception( "Struct is currently not supported." );
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throw new Exception("Struct is currently not supported.");
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}
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}
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public static InternalShaderType TypeMarshal<T>() where T:unmanaged
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public static InternalShaderType TypeMarshal<T>() where T: unmanaged
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{
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switch( Type.GetTypeCode( typeof( T ) ) )
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switch (Type.GetTypeCode(typeof(T)))
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{
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case TypeCode.Single:
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return InternalShaderType.Float;
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@@ -151,7 +145,7 @@ namespace StgSharp.Graphics.ShaderEdit
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default:
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break;
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}
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switch( typeof( T ).Name )
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switch (typeof(T).Name)
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{
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case "vec4d":
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return InternalShaderType.Vector4;
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@@ -174,7 +168,7 @@ namespace StgSharp.Graphics.ShaderEdit
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case "Matrix4x4":
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return InternalShaderType.Matrix4x4;
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default:
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throw new ArgumentException( "Not supported shader data type." );
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throw new ArgumentException("Not supported shader data type.");
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}
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}
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@@ -1,33 +1,30 @@
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="ShaderStruct.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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// -----------------------------------------------------------------------
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// file="ShaderStruct"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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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 all
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// 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 THE
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// SOFTWARE.
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using System;
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@@ -53,43 +50,43 @@ namespace StgSharp.Graphics.ShaderEdit
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internal ShaderStruct() { }
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public ShaderStruct( params (GlHandle, ShaderStructMember)[] uniformPairs )
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public ShaderStruct(params (GlHandle, ShaderStructMember)[] uniformPairs)
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{
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uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
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if( uniformPairs.Length == 0 ) {
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if (uniformPairs.Length == 0) {
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return;
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}
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foreach( (GlHandle, ShaderStructMember) item in uniformPairs ) {
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uniformPair.Add( item.Item1, item.Item2 );
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foreach ((GlHandle, ShaderStructMember) item in uniformPairs) {
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uniformPair.Add(item.Item1, item.Item2);
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}
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}
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public unsafe void SetAllUniforms()
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{
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OpenglContext* gl = ( OpenglContext* )OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
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foreach( KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair )
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OpenglContext* gl = (OpenglContext*)OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
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foreach (KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair)
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{
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int id = uniform.Key.SignedValue;
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ShaderStructMember s = uniform.Value;
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switch( s.type )
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switch (s.type)
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{
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case InternalShaderType.Struct:
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throw new ArgumentException(
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"Incorrect type \"Struct\" defined in this self define type" );
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"Incorrect type \"Struct\" defined in this self define type");
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case InternalShaderType.Void:
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throw new ArgumentException(
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"Incorrect type \"Void\" defined in this self define type" );
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"Incorrect type \"Void\" defined in this self define type");
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case InternalShaderType.Float:
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gl->glUniform1f( id, ( float )s.value );
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gl->glUniform1f(id, (float)s.value);
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break;
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case InternalShaderType.Int:
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gl->glUniform1f( id, ( int )s.value );
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gl->glUniform1f(id, (int)s.value);
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break;
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default:
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throw new NotImplementedException();
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throw new ArgumentException(
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"Incorrect type \"Unknown\" defined in this self define type" );
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"Incorrect type \"Unknown\" defined in this self define type");
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}
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}
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}//------------------------------------ End of Class ---------------------------------------
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