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

@ -1,14 +1,18 @@
using OpenTK.Graphics.OpenGL4;
#region usings
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Shaders;
using SM.Utility;
#endregion
namespace SM2D.Shader
{
public class Default2DShader : GenericShader, IShader
public class Default2DShader : MaterialShader
{
public static Default2DShader Shader = new Default2DShader();
public static Default2DShader MaterialShader = new Default2DShader();
//protected override bool AutoCompile { get; } = true;
@ -18,32 +22,31 @@ namespace SM2D.Shader
{
Load();
}
public void Draw(DrawContext context)
protected override void DrawProcess(DrawContext context)
{
GL.UseProgram(this);
GL.BindVertexArray(context.Mesh);
// Vertex Uniforms
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"].SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
for (int i = 0; i < context.Instances.Length; i++)
Uniforms.GetArray("Instances").Set((i, uniforms) =>
{
GL.UniformMatrix4(Uniforms["ModelMatrix"] + i, false, ref context.Instances[i].ModelMatrix);
GL.Uniform2(Uniforms["TextureOffset"] + i, context.Instances[i].TexturePosition);
GL.Uniform2(Uniforms["TextureScale"] + i, context.Instances[i].TextureScale);
}
if (i >= context.Instances.Length) return false;
var instance = context.Instances[i];
uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
uniforms["TextureOffset"].SetUniform2(instance.TexturePosition);
uniforms["TextureScale"].SetUniform2(instance.TextureScale);
return true;
});
// Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint);
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
DrawObject(context.Mesh, context.Instances.Length);
CleanUp();
GL.UseProgram(0);
}
}
}