//----------------------------------------------------------------------- // ----------------------------------------------------------------------- // 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: // // 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; 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 --------------------------------------- } }