module re.gfx.effect; import re.gfx.raytypes; static import raylib; /// represents an effect struct Effect { /// the shader program for the effect Shader shader; /// the tint color Color color = Colors.WHITE; public void set_shader_var_imm(T)(string name, T value) { T var = value; set_shader_var(name, var); } public void set_shader_var(T)(string name, ref T value) { import std.string : toStringz; auto loc = raylib.GetShaderLocation(shader, name.toStringz); raylib.ShaderUniformDataType val_type; alias vartype = raylib.ShaderUniformDataType; static if (is(T == float)) { val_type = vartype.UNIFORM_FLOAT; } else static if (is(T == int)) { val_type = vartype.UNIFORM_INT; } else static if (is(T == float[2])) { val_type = vartype.UNIFORM_VEC2; } else static if (is(T == float[3])) { val_type = vartype.UNIFORM_VEC3; } else static if (is(T == float[4])) { val_type = vartype.UNIFORM_VEC4; } else static if (is(T == int[2])) { val_type = vartype.UNIFORM_IVEC2; } else static if (is(T == int[3])) { val_type = vartype.UNIFORM_IVEC3; } else static if (is(T == int[4])) { val_type = vartype.UNIFORM_IVEC4; } else { static assert(0, "unrecognized shader value data type"); } raylib.SetShaderValue(shader, loc, &value, val_type); } }