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raylib-cs/Raylib-cs/types/Shader.cs
Matorio 762641e296 Updating calls and docs
Moved the "AudioCallback" delegate into the "AudioMixed.cs" File.
Added a "Update" method to AudioStream.
Added "LoadAnim" static method to Image.
Added a "Update" method to Music.
Explicit constructors on the "Mesh.cs" file.
Properties and structs marked as read-only on the "Model.cs" file.
Updated the "README.md" to mentions Raylib-cs targets net6.0 and net8.0 (and also explicitly added that the "STAThread" attribute comes from the "System" namespace).
Changed redundant calls on some "Draw" methods from Texture2D.
2025-07-18 14:02:01 -05:00

132 lines
2.7 KiB
C#

using System.Runtime.InteropServices;
namespace Raylib_cs;
/// <summary>
/// Shader location index
/// </summary>
public enum ShaderLocationIndex
{
VertexPosition = 0,
VertexTexcoord01,
VertexTexcoord02,
VertexNormal,
VertexTangent,
VertexColor,
MatrixMvp,
MatrixView,
MatrixProjection,
MatrixModel,
MatrixNormal,
VectorView,
ColorDiffuse,
ColorSpecular,
ColorAmbient,
MapAlbedo,
MapMetalness,
MapNormal,
MapRoughness,
MapOcclusion,
MapEmission,
MapHeight,
MapCubemap,
MapIrradiance,
MapPrefilter,
MapBrdf,
VertexBoneIds,
VertexBoneWeights,
BoneMatrices,
MapDiffuse = MapAlbedo,
MapSpecular = MapMetalness,
}
/// <summary>
/// Shader attribute data types
/// </summary>
public enum ShaderAttributeDataType
{
Float = 0,
Vec2,
Vec3,
Vec4
}
/// <summary>
/// Shader uniform data type
/// </summary>
public enum ShaderUniformDataType
{
Float = 0,
Vec2,
Vec3,
Vec4,
Int,
IVec2,
IVec3,
IVec4,
UInt,
UIVec2,
UIVec3,
UIVec4,
Sampler2D
}
/// <summary>
/// Shader type (generic)
/// </summary>
[StructLayout(LayoutKind.Sequential)]
public unsafe struct Shader
{
/// <summary>
/// Shader program id
/// </summary>
public uint Id;
/// <summary>
/// Shader locations array (MAX_SHADER_LOCATIONS, int *)
/// </summary>
public int* Locs;
public readonly CBool IsValid => Raylib.IsShaderValid(this);
public static Shader Load(string vsFileName, string fsFileName)
{
return Raylib.LoadShader(vsFileName, fsFileName);
}
public static Shader LoadFromMemory(string vsCode, string fsCode)
{
return Raylib.LoadShaderFromMemory(vsCode, fsCode);
}
public void GetLocationAttrib(string attribName)
{
Raylib.GetShaderLocationAttrib(this, attribName);
}
public void SetValue<T>(int locationIndex, T value, ShaderUniformDataType uniformDataType) where T : unmanaged
{
Raylib.SetShaderValue(this, locationIndex, &value, uniformDataType);
}
public void SetValues<T>(int locationIndex, T[] values, ShaderUniformDataType uniformDataType) where T : unmanaged
{
Raylib.SetShaderValueV(this, locationIndex, values, uniformDataType, values.Length);
}
public void SetTexture(int locationIndex, Texture2D texture)
{
Raylib.SetShaderValueTexture(this, locationIndex, texture);
}
public void SetMatrix(int locationIndex, System.Numerics.Matrix4x4 matrix)
{
Raylib.SetShaderValueMatrix(this, locationIndex, matrix);
}
public void Unload()
{
Raylib.UnloadShader(this);
}
}