smrendererv3/SMCode/SM.OGL/Shaders/UniformArray.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

50 lines
No EOL
1.3 KiB
C#

#region usings
using System;
using System.Collections.Generic;
#endregion
namespace SM.OGL.Shaders
{
public class UniformArray : IUniform
{
internal UniformCollection collection;
internal Dictionary<string, int> Offsets = new Dictionary<string, int>();
internal int Size;
internal bool Struct = false;
public int Location { get; internal set; }
public GenericShader Parent { get; internal set; }
public string Name { get; internal set; }
public UniformArray()
{
collection = new UniformCollection()
{
ParentShader = Parent
};
}
public void Set(Action<int, Uniform> setAction)
{
for (var i = 0; i < Size; i++) setAction(i, new Uniform(Location + i));
}
public void Set(Func<int, UniformCollection, bool> setAction)
{
collection.ParentShader ??= Parent;
for (var i = 0; i < Size; i++)
{
collection.KeyString = $"{Name}[{i}]";
foreach (var pair in Offsets)
collection.Set(pair.Key, new Uniform(Location + pair.Value + i));
if (!setAction(i, collection)) break;
}
}
}
}