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stgsharp/StgSharp.Graphics/ShaderEdit/ShaderStruct.cs
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2026-02-28 00:54:32 +08:00

97 lines
3.8 KiB
C#

//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// 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<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 ---------------------------------------
}
}