//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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 --------------------------------------- } }