arrange of proj structure
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//-----------------------------------------------------------------------
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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 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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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics;
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using StgSharp.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.ShaderEdit
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{
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public class ShaderStructMember
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{
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internal InternalShaderType type;
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internal object value;
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}
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public class ShaderStruct
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{
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internal Dictionary<GlHandle, ShaderStructMember> uniformPair;
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internal ShaderStruct() { }
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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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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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}
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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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{
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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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{
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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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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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case InternalShaderType.Float:
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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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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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}
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}
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}//------------------------------------ End of Class ---------------------------------------
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}
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}
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