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:
Michel Fedde 2020-10-24 15:10:36 +02:00
parent 2c00dbd31a
commit 03b3942732
102 changed files with 2683 additions and 1398 deletions

View file

@ -1,27 +1,35 @@
using OpenTK;
#region usings
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Texture;
#endregion
namespace SM.OGL.Shaders
{
/// <summary>
/// Manages the uniforms.
/// Manages the uniforms.
/// </summary>
public struct Uniform
public struct Uniform : IUniform
{
/// <summary>
/// This contains the location for the uniform.
/// This contains the location for the uniform.
/// </summary>
private int Location;
/// <summary>
/// This contains the Parent collection of this uniform.
/// </summary>
internal UniformCollection Parent;
public int Location { get; internal set; }
/// <summary>
/// This create a new uniform manager
/// This contains the Parent collection of this uniform.
/// </summary>
public UniformCollection Parent { get; }
public Uniform(int location) : this(location, null)
{
}
/// <summary>
/// This create a new uniform manager
/// </summary>
/// <param name="location">Location id</param>
/// <param name="parent">Parent collection</param>
@ -38,114 +46,343 @@ namespace SM.OGL.Shaders
GL.Uniform1(Location, value ? 1 : 0);
}
public void SetUniform1(int value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params int[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref int values) { GL.Uniform1(Location, count, ref values); }
public void SetUniform1(int value)
{
GL.Uniform1(Location, value);
}
public void SetUniform1(int count, params int[] values)
{
GL.Uniform1(Location, count, values);
}
public void SetUniform1(int count, ref int values)
{
GL.Uniform1(Location, count, ref values);
}
public void SetUniform1(uint value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params uint[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref uint values) { GL.Uniform1(Location, count, ref values); }
public void SetUniform1(uint value)
{
GL.Uniform1(Location, value);
}
public void SetUniform1(int count, params uint[] values)
{
GL.Uniform1(Location, count, values);
}
public void SetUniform1(int count, ref uint values)
{
GL.Uniform1(Location, count, ref values);
}
public void SetUniform1(float value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params float[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref float value) { GL.Uniform1(Location, count, ref value); }
public void SetUniform1(float value)
{
GL.Uniform1(Location, value);
}
public void SetUniform1(int count, params float[] values)
{
GL.Uniform1(Location, count, values);
}
public void SetUniform1(int count, ref float value)
{
GL.Uniform1(Location, count, ref value);
}
public void SetUniform1(double value) { GL.Uniform1(Location, value); }
public void SetUniform1(int count, params double[] values) { GL.Uniform1(Location, count, values); }
public void SetUniform1(int count, ref double value) { GL.Uniform1(Location, count, ref value); }
public void SetUniform1(double value)
{
GL.Uniform1(Location, value);
}
public void SetUniform1(int count, params double[] values)
{
GL.Uniform1(Location, count, values);
}
public void SetUniform1(int count, ref double value)
{
GL.Uniform1(Location, count, ref value);
}
#endregion
#region Uniform2
public void SetUniform2(float x, float y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(double x, double y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(uint x, uint y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(int x, int y) { GL.Uniform2(Location, x, y); }
public void SetUniform2(float x, float y)
{
GL.Uniform2(Location, x, y);
}
public void SetUniform2(int count, params float[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, params double[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, params int[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(int count, params uint[] values) { GL.Uniform2(Location, count, values); }
public void SetUniform2(double x, double y)
{
GL.Uniform2(Location, x, y);
}
public void SetUniform2(int count, ref float values) { GL.Uniform2(Location, count, ref values); }
public void SetUniform2(int count, ref double values) { GL.Uniform2(Location, count, ref values); }
public void SetUniform2(int count, ref uint values) { GL.Uniform2(Location, count, ref values); }
public void SetUniform2(uint x, uint y)
{
GL.Uniform2(Location, x, y);
}
public void SetUniform2(Vector2 vector2) { GL.Uniform2(Location, vector2); }
public void SetUniform2(ref Vector2 vector2) { GL.Uniform2(Location, ref vector2); }
public void SetUniform2(int x, int y)
{
GL.Uniform2(Location, x, y);
}
public void SetUniform2(int count, params float[] values)
{
GL.Uniform2(Location, count, values);
}
public void SetUniform2(int count, params double[] values)
{
GL.Uniform2(Location, count, values);
}
public void SetUniform2(int count, params int[] values)
{
GL.Uniform2(Location, count, values);
}
public void SetUniform2(int count, params uint[] values)
{
GL.Uniform2(Location, count, values);
}
public void SetUniform2(int count, ref float values)
{
GL.Uniform2(Location, count, ref values);
}
public void SetUniform2(int count, ref double values)
{
GL.Uniform2(Location, count, ref values);
}
public void SetUniform2(int count, ref uint values)
{
GL.Uniform2(Location, count, ref values);
}
public void SetUniform2(Vector2 vector2)
{
GL.Uniform2(Location, vector2);
}
public void SetUniform2(ref Vector2 vector2)
{
GL.Uniform2(Location, ref vector2);
}
#endregion
#region Uniform3
public void SetUniform3(float x, float y, float z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(double x, double y, double z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(uint x, uint y, uint z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(int x, int y, int z) { GL.Uniform3(Location, x, y, z); }
public void SetUniform3(float x, float y, float z)
{
GL.Uniform3(Location, x, y, z);
}
public void SetUniform3(int count, params float[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, params double[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, params int[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(int count, params uint[] values) { GL.Uniform3(Location, count, values); }
public void SetUniform3(double x, double y, double z)
{
GL.Uniform3(Location, x, y, z);
}
public void SetUniform3(int count, ref float values) { GL.Uniform3(Location, count, ref values); }
public void SetUniform3(int count, ref double values) { GL.Uniform3(Location, count, ref values); }
public void SetUniform3(int count, ref uint values) { GL.Uniform3(Location, count, ref values); }
public void SetUniform3(uint x, uint y, uint z)
{
GL.Uniform3(Location, x, y, z);
}
public void SetUniform3(Vector3 vector) { GL.Uniform3(Location, vector); }
public void SetUniform3(ref Vector3 vector) { GL.Uniform3(Location, ref vector); }
public void SetUniform3(int x, int y, int z)
{
GL.Uniform3(Location, x, y, z);
}
public void SetUniform3(int count, params float[] values)
{
GL.Uniform3(Location, count, values);
}
public void SetUniform3(int count, params double[] values)
{
GL.Uniform3(Location, count, values);
}
public void SetUniform3(int count, params int[] values)
{
GL.Uniform3(Location, count, values);
}
public void SetUniform3(int count, params uint[] values)
{
GL.Uniform3(Location, count, values);
}
public void SetUniform3(int count, ref float values)
{
GL.Uniform3(Location, count, ref values);
}
public void SetUniform3(int count, ref double values)
{
GL.Uniform3(Location, count, ref values);
}
public void SetUniform3(int count, ref uint values)
{
GL.Uniform3(Location, count, ref values);
}
public void SetUniform3(Vector3 vector)
{
GL.Uniform3(Location, vector);
}
public void SetUniform3(ref Vector3 vector)
{
GL.Uniform3(Location, ref vector);
}
#endregion
#region Uniform4
public void SetUniform4(float x, float y, float z, float w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(double x, double y, double z, double w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(uint x, uint y, uint z, uint w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(int x, int y, int z, int w) { GL.Uniform4(Location, x, y, z, w); }
public void SetUniform4(float x, float y, float z, float w)
{
GL.Uniform4(Location, x, y, z, w);
}
public void SetUniform4(int count, params float[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, params double[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, params int[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(int count, params uint[] values) { GL.Uniform4(Location, count, values); }
public void SetUniform4(double x, double y, double z, double w)
{
GL.Uniform4(Location, x, y, z, w);
}
public void SetUniform4(int count, ref float values) { GL.Uniform4(Location, count, ref values); }
public void SetUniform4(int count, ref double values) { GL.Uniform4(Location, count, ref values); }
public void SetUniform4(int count, ref uint values) { GL.Uniform4(Location, count, ref values); }
public void SetUniform4(uint x, uint y, uint z, uint w)
{
GL.Uniform4(Location, x, y, z, w);
}
public void SetUniform4(Vector4 vector) { GL.Uniform4(Location, vector); }
public void SetUniform4(ref Vector4 vector) { GL.Uniform4(Location, ref vector); }
public void SetUniform4(int x, int y, int z, int w)
{
GL.Uniform4(Location, x, y, z, w);
}
public void SetUniform4(Color4 color) { GL.Uniform4(Location, color); }
public void SetUniform4(Quaternion quaternion) { GL.Uniform4(Location, quaternion); }
public void SetUniform4(int count, params float[] values)
{
GL.Uniform4(Location, count, values);
}
public void SetUniform4(int count, params double[] values)
{
GL.Uniform4(Location, count, values);
}
public void SetUniform4(int count, params int[] values)
{
GL.Uniform4(Location, count, values);
}
public void SetUniform4(int count, params uint[] values)
{
GL.Uniform4(Location, count, values);
}
public void SetUniform4(int count, ref float values)
{
GL.Uniform4(Location, count, ref values);
}
public void SetUniform4(int count, ref double values)
{
GL.Uniform4(Location, count, ref values);
}
public void SetUniform4(int count, ref uint values)
{
GL.Uniform4(Location, count, ref values);
}
public void SetUniform4(Vector4 vector)
{
GL.Uniform4(Location, vector);
}
public void SetUniform4(ref Vector4 vector)
{
GL.Uniform4(Location, ref vector);
}
public void SetUniform4(Color4 color)
{
GL.Uniform4(Location, color);
}
public void SetUniform4(Quaternion quaternion)
{
GL.Uniform4(Location, quaternion);
}
#endregion
#region Matrix2
public void SetMatrix2(ref Matrix2 matrix, bool transpose = false) { GL.UniformMatrix2(Location, transpose, ref matrix); }
public void SetMatrix2(ref Matrix2 matrix, bool transpose = false)
{
GL.UniformMatrix2(Location, transpose, ref matrix);
}
public void SetMatrix2(int count, ref double value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, ref value); }
public void SetMatrix2(int count, ref float value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, ref value); }
public void SetMatrix2(int count, ref double value, bool transpose = false)
{
GL.UniformMatrix2(Location, count, transpose, ref value);
}
public void SetMatrix2(int count, double[] value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, value); }
public void SetMatrix2(int count, float[] value, bool transpose = false) { GL.UniformMatrix2(Location, count, transpose, value); }
public void SetMatrix2(int count, ref float value, bool transpose = false)
{
GL.UniformMatrix2(Location, count, transpose, ref value);
}
public void SetMatrix2(int count, double[] value, bool transpose = false)
{
GL.UniformMatrix2(Location, count, transpose, value);
}
public void SetMatrix2(int count, float[] value, bool transpose = false)
{
GL.UniformMatrix2(Location, count, transpose, value);
}
#endregion
#region Matrix3
public void SetMatrix3(ref Matrix3 matrix, bool transpose = false) { GL.UniformMatrix3(Location, transpose, ref matrix); }
public void SetMatrix3(ref Matrix3 matrix, bool transpose = false)
{
GL.UniformMatrix3(Location, transpose, ref matrix);
}
public void SetMatrix3(int count, ref double value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, ref value); }
public void SetMatrix3(int count, ref float value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, ref value); }
public void SetMatrix3(int count, ref double value, bool transpose = false)
{
GL.UniformMatrix3(Location, count, transpose, ref value);
}
public void SetMatrix3(int count, double[] value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, value); }
public void SetMatrix3(int count, float[] value, bool transpose = false) { GL.UniformMatrix3(Location, count, transpose, value); }
public void SetMatrix3(int count, ref float value, bool transpose = false)
{
GL.UniformMatrix3(Location, count, transpose, ref value);
}
public void SetMatrix3(int count, double[] value, bool transpose = false)
{
GL.UniformMatrix3(Location, count, transpose, value);
}
public void SetMatrix3(int count, float[] value, bool transpose = false)
{
GL.UniformMatrix3(Location, count, transpose, value);
}
#endregion
@ -155,18 +392,36 @@ namespace SM.OGL.Shaders
{
GL.UniformMatrix4(Location, transpose, ref matrix);
}
public void SetMatrix4(ref Matrix4 matrix, bool transpose = false) { GL.UniformMatrix4(Location, transpose, ref matrix); }
public void SetMatrix4(int count, ref double value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, ref value); }
public void SetMatrix4(int count, ref float value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, ref value); }
public void SetMatrix4(ref Matrix4 matrix, bool transpose = false)
{
GL.UniformMatrix4(Location, transpose, ref matrix);
}
public void SetMatrix4(int count, double[] value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, value); }
public void SetMatrix4(int count, float[] value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, value); }
public void SetMatrix4(int count, ref double value, bool transpose = false)
{
GL.UniformMatrix4(Location, count, transpose, ref value);
}
public void SetMatrix4(int count, ref float value, bool transpose = false)
{
GL.UniformMatrix4(Location, count, transpose, ref value);
}
public void SetMatrix4(int count, double[] value, bool transpose = false)
{
GL.UniformMatrix4(Location, count, transpose, value);
}
public void SetMatrix4(int count, float[] value, bool transpose = false)
{
GL.UniformMatrix4(Location, count, transpose, value);
}
#endregion
/// <summary>
/// Try to sets the texture at the next possible position and tells the checkUniform, if worked or not.
/// Try to sets the texture at the next possible position and tells the checkUniform, if worked or not.
/// </summary>
/// <param name="texture">The texture you want to add</param>
/// <param name="checkUniform">The check uniform.</param>
@ -177,7 +432,7 @@ namespace SM.OGL.Shaders
}
/// <summary>
/// Try to sets the texture at the specified position and tells the checkUniform, if worked or not.
/// Try to sets the texture at the specified position and tells the checkUniform, if worked or not.
/// </summary>
/// <param name="texture">The texture you want to add</param>
/// <param name="pos">The position</param>
@ -187,14 +442,18 @@ namespace SM.OGL.Shaders
checkUniform.SetUniform1(texture != null);
if (texture != null) SetTexture(texture);
}
/// <summary>
/// Sets the texture to the next possible position.
/// </summary>
/// <param name="texture"></param>
public void SetTexture(TextureBase texture) => SetTexture(texture, Parent.NextTexture++);
/// <summary>
/// Sets the texture to the specified position.
/// Sets the texture to the next possible position.
/// </summary>
/// <param name="texture"></param>
public void SetTexture(TextureBase texture)
{
if (Parent != null) SetTexture(texture, Parent.NextTexture++);
}
/// <summary>
/// Sets the texture to the specified position.
/// </summary>
/// <param name="texture"></param>
/// <param name="texturePos"></param>
@ -206,9 +465,12 @@ namespace SM.OGL.Shaders
}
/// <summary>
/// Returns the location from the uniform
/// Returns the location from the uniform
/// </summary>
/// <param name="u"></param>
public static implicit operator int(Uniform u) => u.Location;
public static implicit operator int(Uniform u)
{
return u.Location;
}
}
}