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.
This commit is contained in:
parent
2c00dbd31a
commit
03b3942732
102 changed files with 2683 additions and 1398 deletions
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@ -1,39 +1,36 @@
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using System;
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using System.Runtime.CompilerServices;
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#region usings
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using System;
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using OpenTK;
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#endregion
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namespace SM.OGL.Mesh
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{
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/// <summary>
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/// Contains information about bounding boxes of meshes
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/// Contains information about bounding boxes of meshes
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/// </summary>
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public class BoundingBox
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{
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/// <summary>
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/// The minimum corner.
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/// </summary>
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public Vector3 Min = Vector3.Zero;
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/// <summary>
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/// The maximum corner.
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/// The maximum corner.
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/// </summary>
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public Vector3 Max = Vector3.Zero;
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/// <summary>
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/// Returns specific configurations of corners
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/// The minimum corner.
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/// </summary>
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/// <param name="x">If true, it takes the X-value of maximum, otherwise the minimum.</param>
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/// <param name="y">If true, it takes the Y-value of maximum, otherwise the minimum.</param>
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/// <param name="z">If true, it takes the Z-value of maximum, otherwise the minimum.</param>
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/// <returns></returns>
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public Vector3 this[bool x, bool y, bool z] => new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
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public Vector3 Min = Vector3.Zero;
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/// <summary>
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/// Empty constructor
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/// Empty constructor
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/// </summary>
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public BoundingBox() {}
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public BoundingBox()
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{
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}
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/// <summary>
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/// Creates the bounding box with predefined min and max values
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/// Creates the bounding box with predefined min and max values
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/// </summary>
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/// <param name="min"></param>
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/// <param name="max"></param>
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@ -44,12 +41,22 @@ namespace SM.OGL.Mesh
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}
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/// <summary>
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/// Updates the bounding box.
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/// Returns specific configurations of corners
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/// </summary>
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/// <param name="x">If true, it takes the X-value of maximum, otherwise the minimum.</param>
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/// <param name="y">If true, it takes the Y-value of maximum, otherwise the minimum.</param>
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/// <param name="z">If true, it takes the Z-value of maximum, otherwise the minimum.</param>
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/// <returns></returns>
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public Vector3 this[bool x, bool y, bool z] =>
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new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
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/// <summary>
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/// Updates the bounding box.
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/// </summary>
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/// <param name="vector"></param>
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public void Update(Vector2 vector)
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{
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for (int i = 0; i < 2; i++)
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for (var i = 0; i < 2; i++)
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{
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Min[i] = Math.Min(Min[i], vector[i]);
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Max[i] = Math.Max(Max[i], vector[i]);
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@ -57,12 +64,12 @@ namespace SM.OGL.Mesh
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}
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/// <summary>
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/// Updates the bounding box.
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/// Updates the bounding box.
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/// </summary>
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/// <param name="vector"></param>
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public void Update(Vector3 vector)
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{
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for (int i = 0; i < 3; i++)
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for (var i = 0; i < 3; i++)
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{
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Min[i] = Math.Min(Min[i], vector[i]);
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Max[i] = Math.Max(Min[i], vector[i]);
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@ -1,15 +1,31 @@
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using System;
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#region usings
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using System;
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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using Buffer = OpenTK.Graphics.OpenGL4.Buffer;
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#endregion
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namespace SM.OGL.Mesh
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{
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/// <summary>
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/// Contains information for meshes
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/// Contains information for meshes
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/// </summary>
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public abstract class GenericMesh : GLObject
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{
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/// <summary>
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/// Generates the AttribDataIndex
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/// </summary>
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protected GenericMesh()
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{
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AttribDataIndex = new Dictionary<int, VBO>
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{
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{0, Vertex},
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{1, UVs},
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{2, Normals}
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};
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}
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/// <inheritdoc />
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protected override bool AutoCompile { get; } = true;
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@ -17,61 +33,50 @@ namespace SM.OGL.Mesh
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.VertexArray;
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/// <summary>
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/// The primitive type, that determinants how the mesh is drawn.
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/// <para>Default: Triangles</para>
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/// The primitive type, that determinants how the mesh is drawn.
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/// <para>Default: Triangles</para>
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/// </summary>
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public virtual PrimitiveType PrimitiveType { get; } = PrimitiveType.Triangles;
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/// <summary>
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/// Contains the vertices for the mesh.
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/// Contains the vertices for the mesh.
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/// </summary>
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public virtual VBO Vertex { get; }
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/// <summary>
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/// Contains the texture coords for the mesh.
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/// Contains the texture coords for the mesh.
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/// </summary>
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public virtual VBO UVs { get; }
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/// <summary>
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/// Contains the normals for the mesh.
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/// Contains the normals for the mesh.
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/// </summary>
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public virtual VBO Normals { get; }
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/// <summary>
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/// Represents the bounding box.
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/// Represents the bounding box.
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/// </summary>
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public virtual BoundingBox BoundingBox { get; } = new BoundingBox();
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/// <summary>
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/// Connects the different buffer objects with ids.
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/// Connects the different buffer objects with ids.
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/// </summary>
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public Dictionary<int, VBO> AttribDataIndex { get; }
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/// <summary>
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/// Stores indices for a more performance friendly method to draw objects.
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/// Stores indices for a more performance friendly method to draw objects.
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/// </summary>
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public virtual int[] Indices { get; set; }
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/// <summary>
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/// Generates the AttribDataIndex
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/// </summary>
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protected GenericMesh()
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{
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AttribDataIndex = new Dictionary<int, VBO>()
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{
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{0, Vertex},
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{1, UVs},
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{2, Normals},
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};
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}
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/// <inheritdoc />
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public override void Compile()
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{
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_id = GL.GenVertexArray();
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GL.BindVertexArray(_id);
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if (AttribDataIndex == null) throw new Exception("[Critical] The model requires a attribute data index.");
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foreach (KeyValuePair<int, VBO> kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
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foreach (var kvp in AttribDataIndex) kvp.Value?.BindBuffer(kvp.Key);
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GL.BindVertexArray(0);
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}
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@ -1,51 +1,78 @@
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using System;
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#region usings
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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#endregion
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namespace SM.OGL.Mesh
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{
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/// <summary>
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/// Represents a Vertex Buffer Object used for meshes.
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/// Represents a Vertex Buffer Object used for meshes.
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/// </summary>
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public class VBO : List<float>
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{
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/// <summary>
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/// Specifies the expected usage pattern of the data store.
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/// Specifies the expected usage pattern of the data store.
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/// </summary>
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public BufferUsageHint BufferUsageHint;
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/// <summary>
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/// Specifies the data type of each component in the array.
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/// </summary>
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public VertexAttribPointerType PointerType;
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/// <summary>
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/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
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/// </summary>
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public int PointerSize;
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/// <summary>
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/// Normalise floats?
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/// Normalise floats?
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/// </summary>
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public bool Normalised;
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/// <summary>
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/// Specifies the byte offset between consecutive generic vertex attributes.
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/// </summary>
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public int PointerStride;
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/// <summary>
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/// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER target.
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/// Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of
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/// the buffer currently bound to the GL_ARRAY_BUFFER target.
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/// </summary>
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public int PointerOffset;
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/// <summary>
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/// Generates a VBO for inserting mesh data.
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/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
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/// </summary>
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/// <param name="bufferUsageHint">Specifies the expected usage pattern of the data store. <para>Default: StaticDraw</para></param>
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/// <param name="pointerType">Specifies the data type of each component in the array. <para>Default: Float</para></param>
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/// <param name="pointerSize">Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. <para>Default: 3</para></param>
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/// <param name="pointerStride">Specifies the byte offset between consecutive generic vertex attributes. <para>Default: 0</para></param>
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/// <param name="pointerOffset">Specifies a offset of the first component of the first generic vertex attribute in the array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER target. <para>Default: 0</para></param>
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/// <param name="normalised">Normalise floats? <para>Default: false</para></param>
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public int PointerSize;
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/// <summary>
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/// Specifies the byte offset between consecutive generic vertex attributes.
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/// </summary>
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public int PointerStride;
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/// <summary>
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/// Specifies the data type of each component in the array.
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/// </summary>
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public VertexAttribPointerType PointerType;
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/// <summary>
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/// Generates a VBO for inserting mesh data.
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/// </summary>
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/// <param name="bufferUsageHint">
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/// Specifies the expected usage pattern of the data store.
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/// <para>Default: StaticDraw</para>
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/// </param>
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/// <param name="pointerType">
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/// Specifies the data type of each component in the array.
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/// <para>Default: Float</para>
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/// </param>
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/// <param name="pointerSize">
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/// Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4.
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/// <para>Default: 3</para>
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/// </param>
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/// <param name="pointerStride">
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/// Specifies the byte offset between consecutive generic vertex attributes.
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/// <para>Default: 0</para>
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/// </param>
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/// <param name="pointerOffset">
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/// Specifies a offset of the first component of the first generic vertex attribute in the
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/// array in the data store of the buffer currently bound to the GL_ARRAY_BUFFER target.
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/// <para>Default: 0</para>
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/// </param>
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/// <param name="normalised">
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/// Normalise floats?
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/// <para>Default: false</para>
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/// </param>
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public VBO(BufferUsageHint bufferUsageHint = BufferUsageHint.StaticDraw,
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VertexAttribPointerType pointerType = VertexAttribPointerType.Float, int pointerSize = 3,
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int pointerStride = 0, int pointerOffset = 0, bool normalised = false)
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}
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/// <summary>
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/// Adds two values to the VBO.
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/// Adds two values to the VBO.
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/// </summary>
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public void Add(float x, float y) => AddRange(new[] {x,y});
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/// <summary>
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/// Adds three values to the VBO.
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/// </summary>
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public void Add(float x, float y, float z) => AddRange(new[] {x,y,z});
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/// <summary>
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/// Adds four values to the VBO.
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/// </summary>
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public void Add(float x, float y, float z, float w) => AddRange(new[] {x,y,z,w});
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/// <summary>
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/// Adds a Vector2.
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/// </summary>
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public void Add(Vector2 vector) => Add(vector.X, vector.Y);
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/// <summary>
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/// Adds a Vector2 and a value.
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/// </summary>
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public void Add(Vector2 vector, float z) => Add(vector.X, vector.Y, z);
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/// <summary>
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/// Adds a Vector2 and two values.
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/// </summary>
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public void Add(Vector2 vector, float z, float w) => Add(vector.X, vector.Y, z, w);
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/// <summary>
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/// Adds a Vector3.
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/// </summary>
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public void Add(Vector3 vector) => Add(vector.X, vector.Y, vector.Z);
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/// <summary>
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/// Adds a Vector3 and a value.
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/// </summary>
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public void Add(Vector3 vector, float w) => Add(vector.X, vector.Y, vector.Z, w);
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/// <summary>
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/// Adds a vector4.
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/// </summary>
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/// <param name="vector"></param>
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public void Add(Vector4 vector) => Add(vector.X, vector.Y, vector.Z, vector.W);
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/// <summary>
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/// Adds a color.
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/// </summary>
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public void Add(Color4 color) => Add(color.R, color.G, color.B, color.A);
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public void Add(float x, float y)
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{
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AddRange(new[] {x, y});
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}
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/// <summary>
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/// Binds the buffer to the active VAO.
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/// Adds three values to the VBO.
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/// </summary>
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public void Add(float x, float y, float z)
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{
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AddRange(new[] {x, y, z});
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}
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/// <summary>
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/// Adds four values to the VBO.
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/// </summary>
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public void Add(float x, float y, float z, float w)
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{
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AddRange(new[] {x, y, z, w});
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}
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/// <summary>
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/// Adds a Vector2.
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/// </summary>
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public void Add(Vector2 vector)
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{
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Add(vector.X, vector.Y);
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}
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/// <summary>
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/// Adds a Vector2 and a value.
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/// </summary>
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public void Add(Vector2 vector, float z)
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{
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Add(vector.X, vector.Y, z);
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}
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/// <summary>
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/// Adds a Vector2 and two values.
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/// </summary>
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public void Add(Vector2 vector, float z, float w)
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{
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Add(vector.X, vector.Y, z, w);
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}
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/// <summary>
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/// Adds a Vector3.
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/// </summary>
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public void Add(Vector3 vector)
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{
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Add(vector.X, vector.Y, vector.Z);
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}
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/// <summary>
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/// Adds a Vector3 and a value.
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/// </summary>
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public void Add(Vector3 vector, float w)
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{
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Add(vector.X, vector.Y, vector.Z, w);
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}
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/// <summary>
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/// Adds a vector4.
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/// </summary>
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/// <param name="vector"></param>
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public void Add(Vector4 vector)
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{
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Add(vector.X, vector.Y, vector.Z, vector.W);
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}
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/// <summary>
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/// Adds a color.
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/// </summary>
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public void Add(Color4 color)
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{
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Add(color.R, color.G, color.B, color.A);
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}
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/// <summary>
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/// Binds the buffer to the active VAO.
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/// </summary>
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/// <param name="attribID">The id for the attribute.</param>
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internal void BindBuffer(int attribID)
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{
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float[] data = ToArray();
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var data = ToArray();
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int buffer = GL.GenBuffer();
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var buffer = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, buffer);
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GL.BufferData(BufferTarget.ArrayBuffer, data.Length * sizeof(float), data, BufferUsageHint);
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