Added summeries to SM.OGL
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15 changed files with 363 additions and 27 deletions
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@ -4,25 +4,48 @@ using OpenTK.Graphics.OpenGL4;
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// Collects all files that are needed for a shader.
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/// </summary>
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public struct ShaderFileCollection
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{
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/// <summary>
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/// Contains the vertex file.
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/// </summary>
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public ShaderFile Vertex;
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/// <summary>
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/// Contains the geometry file.
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/// </summary>
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public ShaderFile Geometry;
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/// <summary>
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/// Contains the fragment file.
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/// </summary>
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public ShaderFile Fragment;
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public Action<UniformCollection> SetUniforms;
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/// <summary>
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/// Creating the collection with vertex and fragment files.
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/// </summary>
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/// <param name="vertex">The vertex source file.</param>
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/// <param name="fragment">The fragment source file.</param>
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public ShaderFileCollection(string vertex, string fragment) : this(new ShaderFile(vertex), new ShaderFile(fragment)) {}
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/// <summary>
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/// Creating the collection with shader files.
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/// </summary>
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/// <param name="vertex"></param>
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/// <param name="fragment"></param>
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/// <param name="geometry"></param>
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public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
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{
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Vertex = vertex;
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Geometry = geometry;
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Fragment = fragment;
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SetUniforms = u => { };
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}
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/// <summary>
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/// Appends the files to the shader.
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/// </summary>
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/// <param name="shader"></param>
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internal void Append(GenericShader shader)
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{
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Vertex.Compile(shader, ShaderType.VertexShader);
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@ -30,6 +53,10 @@ namespace SM.OGL.Shaders
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Fragment.Compile(shader, ShaderType.FragmentShader);
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}
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/// <summary>
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/// Removes the files form the shader.
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/// </summary>
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/// <param name="shader"></param>
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internal void Detach(GenericShader shader)
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{
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GL.DetachShader(Vertex, shader);
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