Files
stgsharp/StgSharp.Graphics/ShaderEdit/ShaderStruct.cs
T

79 lines
2.6 KiB
C#

// -----------------------------------------------------------------------------
// file="ShaderStruct"
// Project: StgSharp
// Copyright (c) Nitload.
// SPDX-License-Identifier: MIT
// -----------------------------------------------------------------------------
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<GlHandle, ShaderStructMember> uniformPair;
internal ShaderStruct() { }
public ShaderStruct(
params (GlHandle, ShaderStructMember)[] uniformPairs
)
{
uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
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<GlHandle, ShaderStructMember> 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 ---------------------------------------
}
}