56 lines
No EOL
1.9 KiB
C#
56 lines
No EOL
1.9 KiB
C#
using System.Collections.Generic;
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// This class controls uniform array structures.
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/// </summary>
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public class UniformArray : IUniform
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{
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private readonly Dictionary<int, Dictionary<string, Uniform>> storedUniforms = new Dictionary<int, Dictionary<string, Uniform>>();
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internal List<string> UniformNames = new List<string>();
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/// <inheritdoc />
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public int Location { get; internal set; }
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/// <summary>
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/// The name of the uniform.
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/// </summary>
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public string Name { get; internal set; }
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/// <summary>
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/// The uniform collection the uniform is from.
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/// </summary>
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public UniformCollection Parent { get; internal set; }
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/// <summary>
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/// The shader the uniform is from.
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/// </summary>
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public GenericShader ParentShader { get; internal set; }
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/// <summary>
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/// The length of the array.
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/// </summary>
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public int Length => storedUniforms.Count;
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/// <summary>
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/// Returns a dictionary to control the current index inside the array.
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/// </summary>
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public Dictionary<string, Uniform> this[int index] => Get(index);
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/// <summary>
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/// Equivalent to <see cref="this"/>
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/// <para>Returns a dictionary to control the current index inside the array.</para>
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/// </summary>
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public Dictionary<string, Uniform> Get(int index)
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{
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if (!storedUniforms.ContainsKey(index))
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{
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Dictionary<string, Uniform> dic = storedUniforms[index] = new Dictionary<string, Uniform>();
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for (int i = 0; i < UniformNames.Count; i++)
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{
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dic.Add(UniformNames[i], new Uniform(Name + $"[{index}]." + UniformNames[i], ParentShader, Parent));
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}
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}
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return storedUniforms[index];
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}
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}
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} |