public static IShaderEffect Create(ShaderName name) { IShaderEffect shaderEffect; switch (name) { case ShaderName.Color: shaderEffect = new ColorShader(); break; case ShaderName.Ambient: shaderEffect = new AmbientShader(); break; case ShaderName.Diffuse: shaderEffect = new DiffuseLighting(); break; case ShaderName.Specular: shaderEffect = new SpecularLighting(); break; case ShaderName.Multitexture: shaderEffect = new Multitexturing(); break; case ShaderName.Texture: shaderEffect = new TextureMapping(); break; case ShaderName.Test: shaderEffect = new TestShader(); break; case ShaderName.Bumpmaping: shaderEffect = new BumpMapping(); break; case ShaderName.ParallaxMapping: shaderEffect = new ParallaxMapping(); break; case ShaderName.LightingEffect: shaderEffect = new LightingShader(); break; case ShaderName.DirectionalLightingParallaxMapping: shaderEffect = new DirectionalLightingParallax(); break; case ShaderName.DepthShader: shaderEffect = new DepthShader(); break; default: shaderEffect = null; break; } return(shaderEffect); }
public static IShaderEffect Create(ShaderName name) { IShaderEffect shaderEffect; switch (name) { case ShaderName.Color: shaderEffect = new ColorShader(); break; case ShaderName.Ambient: shaderEffect = new AmbientShader(); break; case ShaderName.Diffuse: shaderEffect = new DiffuseLighting(); break; case ShaderName.Specular: shaderEffect = new SpecularLighting(); break; case ShaderName.Multitexture: shaderEffect = new Multitexturing(); break; case ShaderName.Texture: shaderEffect = new TextureMapping(); break; case ShaderName.Test: shaderEffect = new TestShader(); break; case ShaderName.Bumpmaping: shaderEffect = new BumpMapping(); break; case ShaderName.ParallaxMapping: shaderEffect = new ParallaxMapping(); break; case ShaderName.LightingEffect: shaderEffect = new LightingShader(); break; case ShaderName.DirectionalLightingParallaxMapping: shaderEffect = new DirectionalLightingParallax(); break; case ShaderName.DepthShader: shaderEffect = new DepthShader(); break; default: shaderEffect = null; break; } return shaderEffect; }