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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>
- /// Returns the name of the parameter variable.
- /// </summary>
- public string Name { get { return name; } }
- /// <summary>
- /// Returns the data type of the parameter.
- /// </summary>
- public ShaderParameterType Type { get { return type; } }
- /// <summary>
- /// Determines is parameter managed internally be the renderer, or is it expected to be set by the user.
- /// </summary>
- public bool Internal { get { return isInternal; } }
- private string name;
- private ShaderParameterType type;
- private bool isInternal;
- /// <summary>
- /// Creates a new shader parameter.
- /// </summary>
- /// <param name="name">Name of the parameter variable.</param>
- /// <param name="type">Data type of the parameter.</param>
- /// <param name="isInternal">Determines is parameter managed internally be the renderer, or is expected to be set
- /// by the user.</param>
- internal ShaderParameter(string name, ShaderParameterType type, bool isInternal)
- {
- this.name = name;
- this.type = type;
- this.isInternal = isInternal;
- }
- }
- /// <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;
- bool[] visibility;
- Internal_GetShaderParameters(mCachedPtr, out names, out types, out visibility);
- ShaderParameter[] parameters = new ShaderParameter[names.Length];
- for (int i = 0; i < names.Length; i++)
- {
- parameters[i] = new ShaderParameter(names[i], types[i], visibility[i]);
- }
- return parameters;
- }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_GetShaderParameters(IntPtr nativeInstance, out string[] names,
- out ShaderParameterType[] types, out bool[] visibility);
- }
- }
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