99 lines
3.9 KiB
C#
99 lines
3.9 KiB
C#
//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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// file="ShaderStruct.cs"
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// Project: StgSharp
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// AuthorGroup: Nitload Space
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// Copyright (c) Nitload Space. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person
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// obtaining a copy of this software and associated documentation
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// files (the “Software”), to deal in the Software without restriction,
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// including without limitation the rights to use, copy, modify, merge,
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// publish, distribute, sublicense, and/or sell copies of the Software,
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// and to permit persons to whom the Software is furnished to do so,
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// subject to the following conditions:
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//
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// The above copyright notice and
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// this permission notice shall be included in all copies
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// or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED “AS IS”,
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// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH
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// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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//
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics.ShaderEdit
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{
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public class ShaderStructMember
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{
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internal InternalShaderType type;
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internal object value;
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}
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public class ShaderStruct
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{
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internal Dictionary<GlHandle, ShaderStructMember> uniformPair;
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internal ShaderStruct() { }
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public ShaderStruct( params (GlHandle, ShaderStructMember)[] uniformPairs )
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{
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uniformPair = new Dictionary<GlHandle, ShaderStructMember>();
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if( uniformPairs.Length == 0 ) {
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return;
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}
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foreach( (GlHandle, ShaderStructMember) item in uniformPairs ) {
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uniformPair.Add( item.Item1, item.Item2 );
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}
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}
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public unsafe void SetAllUniforms()
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{
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OpenglContext* gl = ( OpenglContext* )OpenGL.OpenGLFunction.CurrentGL.ContextHandle;
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foreach( KeyValuePair<GlHandle, ShaderStructMember> uniform in uniformPair )
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{
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int id = uniform.Key.SignedValue;
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ShaderStructMember s = uniform.Value;
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switch( s.type )
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{
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case InternalShaderType.Struct:
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throw new ArgumentException(
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"Incorrect type \"Struct\" defined in this self define type" );
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case InternalShaderType.Void:
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throw new ArgumentException(
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"Incorrect type \"Void\" defined in this self define type" );
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case InternalShaderType.Float:
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gl->glUniform1f( id, ( float )s.value );
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break;
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case InternalShaderType.Int:
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gl->glUniform1f( id, ( int )s.value );
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break;
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default:
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throw new NotImplementedException();
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throw new ArgumentException(
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"Incorrect type \"Unknown\" defined in this self define type" );
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}
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}
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}//------------------------------------ End of Class ---------------------------------------
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}
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}
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