Ejemplo n.º 1
0
        public byte[] getShaderData(ShaderEnum hashcode)
        {
            MaterialPieces materialPieces = new MaterialPieces();

            switch (hashcode)
            {
            case ShaderEnum.DEFAULT:
                return(materialPieces.SHADER_DEFAULT);

            case ShaderEnum.NONE:
                return(materialPieces.SHADER_NOTFOUND);

            case ShaderEnum.ILLUMINATION:
                return(materialPieces.SHADER_ILLUMINATION);

            case ShaderEnum.HEIGHTMAP:
                return(materialPieces.SHADER_HEIGHTMAP_IMPOSTOR);

            case ShaderEnum.VAGUE:
                return(materialPieces.SHADER_VAGUE);

            case ShaderEnum.VAGUE_2:
                return(materialPieces.SHADER_VAGUE2);

            case ShaderEnum.VAGUE_3:
                return(materialPieces.SHADER_VAGUE3);

            case ShaderEnum.BORD_BLANC:
                return(materialPieces.SHADER_BORD_BLANC);

            case ShaderEnum.LAC:
                return(materialPieces.SHADER_LAC);

            case ShaderEnum.ECUME:
                return(materialPieces.SHADER_ECUME);

            case ShaderEnum.ECUME_2:
                return(materialPieces.SHADER_ECUME2);

            case ShaderEnum.ECUME_3:
                return(materialPieces.SHADER_ECUME3);

            case ShaderEnum.ECUME_4:
                return(materialPieces.SHADER_ECUME4);

            case ShaderEnum.ASPHALT:
                return(materialPieces.SHADER_ASPHALT);

            case ShaderEnum.ASPHALT_2:
                return(materialPieces.SHADER_ASPHALT2);

            case ShaderEnum.ASPHALT_ARROWS:
                return(materialPieces.SHADER_ASPHALT_ARROWS);

            case ShaderEnum.ASPHALT_ARROWS_2:
                return(materialPieces.SHADER_ASPHALT_ARROWS2);

            case ShaderEnum.ASPHALT_COLORMAP:
                return(materialPieces.SHADER_ASPHALT_CROSSROAD);

            case ShaderEnum.ASPHALT_COLORMAP_2:
                return(materialPieces.SHADER_ASPHALT_CROSSROAD2);

            case ShaderEnum.ASPHALT_COLORMAP_3:
                return(materialPieces.SHADER_ASPHALT_COLORMAP3);

            case ShaderEnum.ASPHALT_DECAL:
                return(materialPieces.SHADER_ASPHALT_DECAL);

            case ShaderEnum.ASPHALT_DECAL_2:
                return(materialPieces.SHADER_ASPHALT_DECAL2);

            case ShaderEnum.ASPHALT_DECAL_3:
                return(materialPieces.SHADER_ASPHALT_DECAL3);

            case ShaderEnum.ASPHALT_TUNNEL:
                return(materialPieces.SHADER_ASPHALT_TUNNEL);

            case ShaderEnum.ASPHALT_TUNNEL_ARROWS:
                return(materialPieces.SHADER_ASPHALT_TUNNEL_ARROWS);

            case ShaderEnum.OBJECT_COLOR:
                return(materialPieces.SHADER_OBJECT_COLOR);

            case ShaderEnum.OBJECT_COLOR_2:
                return(materialPieces.SHADER_OBJECT_COLOR2);

            case ShaderEnum.OBJECT_COLOR_3:
                return(materialPieces.SHADER_OBJECT_COLOR3);

            case ShaderEnum.OBJECT_COLOR_5:
                return(materialPieces.SHADER_OBJECT_COLOR5);

            case ShaderEnum.OBJECT_COLOR_REFLECTIVE:
                return(materialPieces.SHADER_OBJECT_COLORR);

            case ShaderEnum.OBJECT_GLOSS:
                return(materialPieces.SHADER_OBJECT_GLOSS);

            case ShaderEnum.OBJECT_GLOSS_2:
                return(materialPieces.SHADER_OBJECT_GLOSS2);

            case ShaderEnum.OBJECT_GLOSS_3:
                return(materialPieces.SHADER_OBJECT_GLOSS3);

            case ShaderEnum.OBJECT_GLOSS_4:
                return(materialPieces.SHADER_OBJECT_GLOSS4);

            case ShaderEnum.OBJECT_GLOSS_5:
                return(materialPieces.SHADER_OBJECT_GLOSS5);

            case ShaderEnum.OBJECT_GLOSS_6:
                return(materialPieces.SHADER_OBJECT_GLOSS6);

            case ShaderEnum.OBJECT_GLOSS_7:
                return(materialPieces.SHADER_OBJECT_GLOSS7);

            case ShaderEnum.OBJECT_GLOSS_8:
                return(materialPieces.SHADER_OBJECT_GLOSS8);

            case ShaderEnum.OBJECT_GLOSS_9:
                return(materialPieces.SHADER_OBJECT_GLOSS9);

            case ShaderEnum.OBJECT_DETAIL:
                return(materialPieces.SHADER_OBJECT_DETAIL);

            case ShaderEnum.OBJECT_DETAIL_2:
                return(materialPieces.SHADER_OBJECT_DETAIL2);

            case ShaderEnum.OBJECT_DETAIL_3:
                return(materialPieces.SHADER_OBJECT_DETAIL3);

            case ShaderEnum.OBJECT_DETAIL_4:
                return(materialPieces.SHADER_OBJECT_DETAIL4);

            case ShaderEnum.OBJECT_DETAIL_5:
                return(materialPieces.SHADER_OBJECT_DETAIL5);

            case ShaderEnum.OBJECT_DETAIL_6:
                return(materialPieces.SHADER_OBJECT_DETAIL6);

            case ShaderEnum.OBJECT_ALPHA:
                return(materialPieces.SHADER_OBJECT_ALPHA);

            case ShaderEnum.OBJECT_SHADOW:
                return(materialPieces.SHADER_OBJECT_SHADOW);

            case ShaderEnum.OBJECT_ILLUMINATED:
                return(materialPieces.SHADER_OBJECT_ILLUMINATED);

            case ShaderEnum.COLOR_BLEND:
                return(materialPieces.SHADER_COLOR_BLEND);

            case ShaderEnum.COLOR_BLEND_2:
                return(materialPieces.SHADER_COLOR_BLEND2);

            case ShaderEnum.VEGETATION_COLOR:
                return(materialPieces.SHADER_VEGETATION_COLOR);

            case ShaderEnum.VEGETATION_COLOR_2:
                return(materialPieces.SHADER_VEGETATION_COLOR2);

            case ShaderEnum.VEGETATION_IMPOSTOR:
                return(materialPieces.SHADER_VEGETATION_IMPOSTEUR);

            case ShaderEnum.VEGETATION_NORMAL:
                return(materialPieces.SHADER_VEGETATION_NORMAL);

            default:
                return(materialPieces.SHADER_NOTFOUND);
            }
        }
Ejemplo n.º 2
0
 public static string GetValue(ShaderEnum key, string shaderDirectory)
 {
     return(shaderDirectory + shaders[key]);
 }
Ejemplo n.º 3
0
 public void SetShaderEnum(ShaderEnum em, bool set = false)
 {
     shaderEnum = em;
     ProcessShaderEnum(set);
 }
Ejemplo n.º 4
0
        public static string GetValue(ShaderEnum key)
        {
            string defaultShaderDirectory = Properties.Settings.Default.ShaderRootDirectory.Replace("\\", "/") + "/";

            return(defaultShaderDirectory + shaders[key]);
        }