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); } }
public static string GetValue(ShaderEnum key, string shaderDirectory) { return(shaderDirectory + shaders[key]); }
public void SetShaderEnum(ShaderEnum em, bool set = false) { shaderEnum = em; ProcessShaderEnum(set); }
public static string GetValue(ShaderEnum key) { string defaultShaderDirectory = Properties.Settings.Default.ShaderRootDirectory.Replace("\\", "/") + "/"; return(defaultShaderDirectory + shaders[key]); }