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- using System;
- using System.Runtime.CompilerServices;
- namespace BansheeEngine
- {
- /// <summary>
- /// Type of parameters that can be defined in a shader.
- /// </summary>
- public enum ShaderParameterType // Note: Must match C++ ShaderParameterType enum
- {
- Float, Vector2, Vector3, Vector4, Color,
- Matrix3, Matrix4, Texture2D,
- Texture3D, TextureCube, Sampler
- }
- /// <summary>
- /// Contains information about a shader parameter.
- /// </summary>
- public struct ShaderParameter
- {
- /// <summary>
- /// Creates a new shader parameter.
- /// </summary>
- /// <param name="name">Name of the parameter.</param>
- /// <param name="type">Type of the parameter.</param>
- internal ShaderParameter(string name, ShaderParameterType type)
- {
- this.name = name;
- this.type = type;
- }
- public string name;
- public ShaderParameterType type;
- }
- /// <summary>
- /// Contains definitions of GPU programs used for rendering, as well as a set of global parameters to control those
- /// programs.
- /// </summary>
- public class Shader : Resource
- {
- /// <summary>
- /// Constuctor for internal runtime use only.
- /// </summary>
- private Shader()
- { }
- /// <summary>
- /// Returns data about all parameters available in the shader.
- /// </summary>
- public ShaderParameter[] Parameters
- {
- get
- {
- string[] names;
- ShaderParameterType[] types;
- Internal_GetShaderParameters(mCachedPtr, out names, out types);
- ShaderParameter[] parameters = new ShaderParameter[names.Length];
- for (int i = 0; i < names.Length; i++)
- {
- parameters[i] = new ShaderParameter(names[i], types[i]);
- }
- return parameters;
- }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_GetShaderParameters(IntPtr nativeInstance, out string[] names, out ShaderParameterType[] types);
- }
- }
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