/// <summary> /// Get RenderHash for a <c>Shader</c> /// </summary> /// <param name="shader">Shader to search for</param> /// <returns>RenderHash for <c>shader</c></returns> public uint GetHashFromShader(CclShader shader) { var hash = uint.MaxValue; foreach (var hashShader in _rhCclShaders) { if (hashShader.Value.Id == shader.Id) { hash = hashShader.Key; } } return(hash); }
public LightShaderUpdatedEventArgs(CyclesLight rcLightShader, CclShader cclShader) { RcLightShader = rcLightShader; CclShader = cclShader; }
public MaterialShaderUpdatedEventArgs(CyclesShader rcShader, CclShader cclShader) { RcShader = rcShader; CclShader = cclShader; }
/// <summary> /// Add a CyclesLight and its shader /// </summary> /// <param name="l"></param> /// <param name="shader"></param> public void Add(CyclesLight l, CclShader shader) { _allShaders.Add(new Tuple <object, CclShader>(l, shader)); }
/// <summary> /// Add a CyclesShader and its shader /// </summary> /// <param name="s"></param> /// <param name="shader"></param> public void Add(CyclesShader s, CclShader shader) { _allShaders.Add(new Tuple <object, CclShader>(s, shader)); }
/// <summary> /// Record the CclShader for given id. /// </summary> /// <param name="id">RenderHash of the Rhino material</param> /// <param name="shader">ccl.Shader</param> public void RecordRhCclShaderRelation(uint id, CclShader shader) { _rhCclShaders.Add(id, shader); }
/// <summary> /// Get RenderHash for a <c>Shader</c> /// </summary> /// <param name="shader">Shader to search for</param> /// <returns>RenderHash for <c>shader</c></returns> public uint GetHashFromShader(CclShader shader) { var hash = uint.MaxValue; foreach (var hashShader in _rhCclShaders) { if (hashShader.Value.Id == shader.Id) hash = hashShader.Key; } return hash; }
/// <summary> /// Add a CyclesShader and its shader /// </summary> /// <param name="s"></param> /// <param name="shader"></param> public void Add(CyclesShader s, CclShader shader) { _allShaders.Add(new Tuple<object, CclShader>(s, shader)); }
/// <summary> /// Add a CyclesLight and its shader /// </summary> /// <param name="l"></param> /// <param name="shader"></param> public void Add(CyclesLight l, CclShader shader) { _allShaders.Add(new Tuple<object, CclShader>(l, shader)); }