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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03b3942732
102 changed files with 2683 additions and 1398 deletions
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@ -1,25 +1,30 @@
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using System;
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#region usings
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Mesh;
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#endregion
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// Abstract class, that is used to create graphic shader.
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/// Abstract class, that is used to create graphic shader.
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/// </summary>
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public abstract class GenericShader : GLObject
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{
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protected override bool AutoCompile { get; } = true;
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/// <summary>
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/// Contains the different files for the shader.
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/// Contains the different files for the shader.
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/// </summary>
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protected ShaderFileCollection ShaderFileFiles;
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/// <summary>
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/// Contains and manage the uniforms from the shader.
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/// Contains and manage the uniforms from the shader.
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/// </summary>
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protected UniformCollection Uniforms;
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
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protected GenericShader(string vertex, string fragment) : this(new ShaderFileCollection(vertex, fragment)){}
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/// <inheritdoc />
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protected GenericShader(ShaderFileCollection shaderFileFiles)
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@ -27,35 +32,26 @@ namespace SM.OGL.Shaders
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ShaderFileFiles = shaderFileFiles;
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}
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
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/// <summary>
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/// Loads the shader to the GPU.
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/// Loads the shader to the GPU.
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/// </summary>
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public void Load()
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{
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_id = GL.CreateProgram();
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ShaderFileFiles.Append(this);
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GL.LinkProgram(_id);
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this.Name(GetType().Name);
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Name(GetType().Name);
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ShaderFileFiles.Detach(this);
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GL.GetProgram(_id, GetProgramParameterName.ActiveUniforms, out int uniformCount);
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if (uniformCount < 1)
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throw new Exception("[Critical] No uniforms has been found.");
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Uniforms = new UniformCollection();
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Uniforms._parentShader = this;
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for (int i = 0; i < uniformCount; i++)
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{
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string key = GL.GetActiveUniform(_id, i, out _, out _);
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int loc = GL.GetUniformLocation(_id, key);
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if (key.EndsWith("]"))
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key = key.Split('[', ']')[0];
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Uniforms.Add(key, loc);
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}
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Uniforms.ParentShader = this;
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Uniforms.Import(this);
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GLDebugging.CheckGLErrors($"A error occured at shader creation for '{GetType()}': %code%");
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}
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/// <inheritdoc />
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@ -65,22 +61,21 @@ namespace SM.OGL.Shaders
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}
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/// <summary>
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/// Draws the mesh.
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/// Draws the mesh.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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/// <param name="amount">The amounts for instancing.</param>
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/// <param name="bindVAO">Binds the vertex array for the mesh.</param>
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protected void DrawObject(Mesh.GenericMesh mesh, int amount = 1, bool bindVAO = false)
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protected void DrawObject(GenericMesh mesh, int amount = 1)
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{
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if (bindVAO) GL.BindVertexArray(mesh);
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if (mesh.Indices != null)
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GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
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else
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else
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GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
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}
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/// <summary>
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/// Resets the shader specific settings to ensure proper workings.
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/// Resets the shader specific settings to ensure proper workings.
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/// </summary>
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protected void CleanUp()
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{
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