//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="ShaderStruct.cs" // Project: StgSharp // AuthorGroup: Nitload Space // Copyright (c) Nitload Space. 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: // // 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; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace StgSharp.Graphics.ShaderEdit { public class ShaderStructMember { internal InternalShaderType type; internal object value; } public class ShaderStruct { internal Dictionary uniformPair; internal ShaderStruct() { } public ShaderStruct(params (GlHandle, ShaderStructMember)[] uniformPairs) { uniformPair = new Dictionary(); if (uniformPairs.Length == 0) { return; } 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 uniform in uniformPair) { int id = uniform.Key.SignedValue; ShaderStructMember s = uniform.Value; switch (s.type) { case InternalShaderType.Struct: throw new ArgumentException( "Incorrect type \"Struct\" defined in this self define type"); case InternalShaderType.Void: throw new ArgumentException( "Incorrect type \"Void\" defined in this self define type"); case InternalShaderType.Float: gl->glUniform1f(id, (float)s.value); break; case InternalShaderType.Int: gl->glUniform1f(id, (int)s.value); break; default: throw new NotImplementedException(); throw new ArgumentException( "Incorrect type \"Unknown\" defined in this self define type"); } } }//------------------------------------ End of Class --------------------------------------- } }