Holidays 12.10. -> 25.10.2020
~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
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102 changed files with 2683 additions and 1398 deletions
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@ -1,11 +1,20 @@
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using System;
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#region usings
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using System;
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Texture;
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#endregion
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namespace SM.OGL.Framebuffer
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{
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public class ColorAttachment : TextureBase
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{
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public ColorAttachment(int attachmentId)
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{
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AttachmentID = attachmentId;
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}
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public int AttachmentID { get; }
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public FramebufferAttachment FramebufferAttachment => FramebufferAttachment.ColorAttachment0 + AttachmentID;
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@ -13,23 +22,22 @@ namespace SM.OGL.Framebuffer
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public ReadBufferMode ReadBufferMode => ReadBufferMode.ColorAttachment0 + AttachmentID;
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public DrawBuffersEnum DrawBuffersEnum => DrawBuffersEnum.ColorAttachment0 + AttachmentID;
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public ColorAttachment(int attachmentId)
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{
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AttachmentID = attachmentId;
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}
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public void Generate(Framebuffer f)
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{
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_id = GL.GenTexture();
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GL.BindTexture(TextureTarget.Texture2D, _id);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba8,
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(int) f.Size.X, (int) f.Size.Y,
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(int) f.Size.X, (int) f.Size.Y,
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0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureParameterName.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureParameterName.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
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(int) TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
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(int) TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
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(int) TextureParameterName.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
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(int) TextureParameterName.ClampToEdge);
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}
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}
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}
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