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; public ShaderStruct(params (GlHandle, ShaderStructMember)[] uniformPairs) { uniformPair = new Dictionary(); if (uniformPairs.Length == 0) { return; } foreach (var item in uniformPairs) { uniformPair.Add(item.Item1,item.Item2); } } internal ShaderStruct() { } public unsafe void SetAllUniforms() { GLcontext* gl = (GLcontext*)OpenGL.GlFunction.CurrentGL.ContextHandle; foreach (var 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 --------------------------------------- } }