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stgsharp/源代码/StgSharpDebug/Graphics/ShaderEdit/ShaderStruct.cs
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C#

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