code clean up

This commit is contained in:
Youmu Liu
2025-10-17 10:49:00 +08:00
parent d3e0b5d005
commit 1927f4fdf3
223 changed files with 5675 additions and 6160 deletions
@@ -1,33 +1,30 @@
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="ShaderStruct.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
// -----------------------------------------------------------------------
// file="ShaderStruct"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. All rights reserved.
//
// 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:
// 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.
//
// 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 StgSharp.Graphics.OpenGL;
using System;
@@ -53,43 +50,43 @@ namespace StgSharp.Graphics.ShaderEdit
internal ShaderStruct() { }
public ShaderStruct( params (GlHandle, ShaderStructMember)[] uniformPairs )
public ShaderStruct(params (GlHandle, ShaderStructMember)[] uniformPairs)
{
uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
if( uniformPairs.Length == 0 ) {
if (uniformPairs.Length == 0) {
return;
}
foreach( (GlHandle, ShaderStructMember) item in uniformPairs ) {
uniformPair.Add( item.Item1, item.Item2 );
foreach ((GlHandle, ShaderStructMember) item in uniformPairs) {
uniformPair.Add(item.Item1, item.Item2);
}
}
public unsafe void SetAllUniforms()
{
OpenglContext* gl = ( OpenglContext* )OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
foreach( KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair )
OpenglContext* gl = (OpenglContext*)OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
foreach (KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair)
{
int id = uniform.Key.SignedValue;
ShaderStructMember s = uniform.Value;
switch( s.type )
switch (s.type)
{
case InternalShaderType.Struct:
throw new ArgumentException(
"Incorrect type \"Struct\" defined in this self define type" );
"Incorrect type \"Struct\" defined in this self define type");
case InternalShaderType.Void:
throw new ArgumentException(
"Incorrect type \"Void\" defined in this self define type" );
"Incorrect type \"Void\" defined in this self define type");
case InternalShaderType.Float:
gl->glUniform1f( id, ( float )s.value );
gl->glUniform1f(id, (float)s.value);
break;
case InternalShaderType.Int:
gl->glUniform1f( id, ( int )s.value );
gl->glUniform1f(id, (int)s.value);
break;
default:
throw new NotImplementedException();
throw new ArgumentException(
"Incorrect type \"Unknown\" defined in this self define type" );
"Incorrect type \"Unknown\" defined in this self define type");
}
}
}//------------------------------------ End of Class ---------------------------------------