Axiom.Samples.Ocean.OceanSample.shaderControlSlider_SliderMoved C# (CSharp) Method

shaderControlSlider_SliderMoved() private method

private shaderControlSlider_SliderMoved ( object sender, Slider slider ) : void
sender object
slider Slider
return void
        void shaderControlSlider_SliderMoved( object sender, Slider slider )
        {
            int sliderIndex = -1;
            for ( int i = 0; i < ControlsPerPage; i++ )
            {
                if ( shaderControls[ i ] == slider )
                {
                    sliderIndex = i;
                    break;
                }
            }

            Utilities.Contract.Requires( sliderIndex != -1 );
            int index = currentPage * ControlsPerPage + sliderIndex;
            ShaderControl activeShaderDef = materialControlsContainer[ currentMaterial ].GetShaderControl( index );

            float val = slider.Value;

            if ( activePass != null )
            {
                switch ( activeShaderDef.Type )
                {
                    case ShaderType.GpuVertex:
                    case ShaderType.GpuFragment:
                        {
                            GpuProgramParameters activeParameters =
                                ( activeShaderDef.Type == ShaderType.GpuVertex ) ?
                                activeVertexParameters : activeFragmentParameters;

                            if ( activeParameters != null )
                            {
                                int idx = activeParameters.GetParamIndex( activeShaderDef.ParamName );
                                activeShaderDef.PhysicalIndex = idx;
                                GpuProgramParameters.FloatConstantEntry entry;
                                entry = activeParameters.GetNamedFloatConstant( activeShaderDef.ParamName );
                                entry.val[ activeShaderDef.ElementIndex ] = val;
                                activeParameters.SetConstant( activeShaderDef.PhysicalIndex, entry.val );
                            }
                        }
                        break;
                    case ShaderType.MatSpecular:
                        {
                            //// get the specular values from the material pass
                           ColorEx oldSpec = activePass.Specular;
                           switch ( activeShaderDef.ElementIndex )
                           {
                               case 0:
                                   oldSpec.r = val;
                                   break;
                               case 1:
                                   oldSpec.g = val;
                                   break;
                               case 2:
                                   oldSpec.b = val;
                                   break;
                               case 3:
                                   oldSpec.a = val;
                                   break;
                           }
                           activePass.Specular = oldSpec;
                        }
                        break;
                    case ShaderType.MatDiffuse:
                        {
                            //// get the specular values from the material pass
                            ColorEx oldSpec = activePass.Diffuse;
                            switch ( activeShaderDef.ElementIndex )
                            {
                                case 0:
                                    oldSpec.r = val;
                                    break;
                                case 1:
                                    oldSpec.g = val;
                                    break;
                                case 2:
                                    oldSpec.b = val;
                                    break;
                                case 3:
                                    oldSpec.a = val;
                                    break;
                            }
                            activePass.Diffuse = oldSpec;
                        }
                        break;
                    case ShaderType.MatAmbient:
                        {
                            //// get the specular values from the material pass
                            ColorEx oldSpec = activePass.Ambient;
                            switch ( activeShaderDef.ElementIndex )
                            {
                                case 0:
                                    oldSpec.r = val;
                                    break;
                                case 1:
                                    oldSpec.g = val;
                                    break;
                                case 2:
                                    oldSpec.b = val;
                                    break;
                                case 3:
                                    oldSpec.a = val;
                                    break;
                            }
                            activePass.Ambient = oldSpec;
                        }
                        break;
                    case ShaderType.MatShininess:
                        {
                            //// get the specular values from the material pass
                            activePass.Shininess = val;
                        }
                        break;

                }
            }
        }
        /// <summary>