/// <summary> /// Disposes the shader to probably clear up memory. /// </summary> public void Dispose() { if (SFMLShader == null) { return; } if (!IsDisposed) { SFMLShader.Dispose(); IsDisposed = true; } }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xyz">A Vector3 to set.</param> public void SetParameter(string name, Vector3 xyz) { SFMLShader.SetUniformArray(name, new float[] { xyz.X, xyz.Y, xyz.Z }); }
public void SetUniform(string Parameter, Vector2 vec2) { SFMLShader.SetUniform(Parameter, vec2.Convert()); }
public void SetUniform(string Parameter, Textures.Texture texture) { SFMLShader.SetUniform(Parameter, texture.SFMLTexture); }
public void SetUniform(string Parameter, CurrentTextureType dummy) { SFMLShader.SetUniform(Parameter, ShaderClass.CurrentTexture); }
internal void SetUniformArray(string Parameter, Vector3f[] vec3array) { SFMLShader.SetUniformArray(Parameter, vec3array.Select(v => (Vec3)v).ToArray()); }
public void SetUniform(string Parameter, Vector3 vec3) { SFMLShader.SetUniform(Parameter, new Vec3(vec3.X, vec3.Y, vec3.Z)); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="matrix">The matrix to use. SFML internally uses 3x3 matrices, but you need to use a mat4 in the shader.</param> public void SetParameter(string name, Matrix matrix) { SFMLShader.SetUniform(name, new SFML.Graphics.Glsl.Mat3(matrix.M11, matrix.M12, matrix.M13, matrix.M21, matrix.M22, matrix.M23, matrix.M31, matrix.M32, matrix.M33)); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xyzw">A Vector4 to set.</param> public void SetParameter(string name, Vector4 xyzw) { SFMLShader.SetParameter(name, xyzw.X, xyzw.Y, xyzw.Z, xyzw.W); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xyz">A Vector3 to set.</param> public void SetParameter(string name, Vector3 xyz) { SFMLShader.SetParameter(name, xyz.X, xyz.Y, xyz.Z); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xy">A Vector2 to set.</param> public void SetParameter(string name, Vector2 xy) { SFMLShader.SetParameter(name, xy.X, xy.Y); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="x">The first value of a vec2.</param> /// <param name="y">The first value of a vec2.</param> public void SetParameter(string name, float x, float y) { SFMLShader.SetParameter(name, x, y); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="color">The color to set it to.</param> public void SetParameter(string name, Color color) { SFMLShader.SetParameter(name, color.SFMLColor); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="x">The first value of a vec4.</param> /// <param name="y">The second value of a vec4.</param> /// <param name="z">The third value of a vec4.</param> /// <param name="w">The fourth value of a vec4.</param> public void SetParameter(string name, float x, float y, float z, float w) { SFMLShader.SetUniformArray(name, new float[] { x, y, z, w }); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xyzw">A Vector4 to set.</param> public void SetParameter(string name, Vector4 xyzw) { SFMLShader.SetUniformArray(name, new float[] { xyzw.X, xyzw.Y, xyzw.Z, xyzw.W }); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="texture">The texture to set it to.</param> public void SetParameter(string name, Texture texture) { SFMLShader.SetUniform(name, texture.SFMLTexture); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="textureSource">The path to an image to load as a texture.</param> public void SetParameter(string name, string textureSource) { SFMLShader.SetUniform(name, new Texture(textureSource).SFMLTexture); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="x">The first value of a vec4.</param> /// <param name="y">The second value of a vec4.</param> /// <param name="z">The third value of a vec4.</param> /// <param name="w">The fourth value of a vec4.</param> public void SetParameter(string name, float x, float y, float z, float w) { SFMLShader.SetParameter(name, x, y, z, w); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="color">The color to set it to.</param> public void SetParameter(string name, Color color) { SFMLShader.SetUniform(name, color.SFMLColor.ToInteger()); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="x">The value to set it to.</param> public void SetParameter(string name, float x) { SFMLShader.SetUniform(name, x); }
public void SetUniform(string Parameter, Vector4 vec4) { SFMLShader.SetUniform(Parameter, new Vec4(vec4.X, vec4.Y, vec4.Z, vec4.W)); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xyz">A Vector3 to set.</param> public void SetParameter(string name, Vector3 xyz) { SFMLShader.SetUniform(name, (SFML.System.Vector3f)xyz); }
public void SetUniformArray(string Parameter, Vector3[] vec3array) { SFMLShader.SetUniformArray(Parameter, vec3array.Select(v => new Vec3(v.X, v.Y, v.Z)).ToArray()); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xyzw">A Vector4 to set.</param> public void SetParameter(string name, Vector4 xyzw) { SFMLShader.SetUniform(name, new SFML.Graphics.Glsl.Vec4(xyzw.X, xyzw.Y, xyzw.Z, xyzw.W)); }
public void SetUniform(string Parameter, bool x) { SFMLShader.SetUniform(Parameter, x); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="x">The first value of a vec3.</param> /// <param name="y">The second value of a vec3.</param> /// <param name="z">The third value of a vec3.</param> public void SetParameter(string name, float x, float y, float z) { SFMLShader.SetUniform(name, new SFML.System.Vector3f(x, y, z)); }
public void SetUniform(string Parameter, RenderImage Image) { SFMLShader.SetUniform(Parameter, Image.Texture.SFMLTexture); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="x">The first value of a vec4.</param> /// <param name="y">The second value of a vec4.</param> /// <param name="z">The third value of a vec4.</param> /// <param name="w">The fourth value of a vec4.</param> public void SetParameter(string name, float x, float y, float z, float w) { SFMLShader.SetUniform(name, new SFML.Graphics.Glsl.Vec4(x, y, z, w)); }
internal void SetUniform(string Parameter, Vector3f vec3) { SFMLShader.SetUniform(Parameter, vec3); }
/// <summary> /// Set a parameter on the shader. /// </summary> /// <param name="name">The parameter in the shader to set.</param> /// <param name="xy">A Vector2 to set.</param> public void SetParameter(string name, Vector2 xy) { SFMLShader.SetUniformArray(name, new float[] { xy.X, xy.Y }); }