Beispiel #1
0
 public void ValidateAllPresent(VertexFormat expectedVertexLocations)
 {
     if (expectedVertexLocations == VertexFormat.Plain)
     {
         LocationValidation.ValidateSingleVertex(Location_Position, nameof(Location_Position), true);
     }
     else if (expectedVertexLocations == VertexFormat.WithColor)
     {
         LocationValidation.ValidateSingleVertex(Location_Position, nameof(Location_Position), true);
         LocationValidation.ValidateSingleVertex(Location_Color, nameof(Location_Color), true);
     }
     else if (expectedVertexLocations == VertexFormat.WithTexture)
     {
         LocationValidation.ValidateSingleVertex(Location_Position, nameof(Location_Position), true);
         LocationValidation.ValidateSingleVertex(Location_Texture, nameof(Location_Texture), true);
     }
     else if (expectedVertexLocations == VertexFormat.WithColorAndTexture)
     {
         LocationValidation.ValidateSingleVertex(Location_Position, nameof(Location_Position), true);
         LocationValidation.ValidateSingleVertex(Location_Texture, nameof(Location_Texture), true);
         LocationValidation.ValidateSingleVertex(Location_Color, nameof(Location_Color), true);
     }
     else
     {
         throw new InvalidOperationException(expectedVertexLocations + " vertexLocations not supported.");
     }
 }
Beispiel #2
0
 private void ValidateSingle(KnownFragmentShaderUniform uniform)
 {
     if (uniform == KnownFragmentShaderUniform.Dimension)
     {
         LocationValidation.ValidateSingleUniform(Location_iResolution, nameof(Location_iResolution), false);
     }
     else if (uniform == KnownFragmentShaderUniform.Time)
     {
         LocationValidation.ValidateSingleUniform(Location_iTime, nameof(Location_iTime), false);
     }
     else if (uniform == KnownFragmentShaderUniform.Mouse)
     {
         LocationValidation.ValidateSingleUniform(Location_iMouse, nameof(Location_iMouse), false);
     }
     else if (uniform == KnownFragmentShaderUniform.Texture)
     {
         LocationValidation.ValidateSingleUniform(Location_iTexture, nameof(Location_iTexture), false);
     }
     else if (uniform == KnownFragmentShaderUniform.CursorPosition)
     {
         LocationValidation.ValidateSingleUniform(Location_iCursorPosition, nameof(Location_iCursorPosition), false);
     }
     else if (uniform == KnownFragmentShaderUniform.CursorMovement)
     {
         LocationValidation.ValidateSingleUniform(Location_iCursorMovement, nameof(Location_iCursorMovement), false);
     }
 }