27.09.2020
~ Moved Default-Shader to 2D to provied 2D-specific feature ~ Fixed UVs in Polygon
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parent
617a7ef044
commit
2aa12f8d25
19 changed files with 166 additions and 83 deletions
47
SMCode/SM2D/Shader/Default2DShader.cs
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47
SMCode/SM2D/Shader/Default2DShader.cs
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.OGL.Shaders;
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using SM.Utility;
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namespace SM2D.Shader
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{
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public class Default2DShader : GenericShader, IShader
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{
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protected override bool AutoCompile { get; } = true;
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public Default2DShader() : base(new ShaderFileCollection(
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AssemblyUtility.ReadAssemblyFile("Shader.ShaderFiles.default.vert"),
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AssemblyUtility.ReadAssemblyFile("Shader.ShaderFiles.default.frag")))
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{
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}
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public void Draw(DrawContext context)
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{
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GL.UseProgram(this);
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GL.BindVertexArray(context.Mesh);
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// Vertex Uniforms
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Uniforms["MVP"].SetMatrix4(context.View * context.World);
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Uniforms["HasVColor"].SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
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for (int i = 0; i < context.Instances.Length; i++)
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{
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GL.UniformMatrix4(Uniforms["ModelMatrix"] + i, false, ref context.Instances[i].ModelMatrix);
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GL.Uniform2(Uniforms["TextureOffset"] + i, context.Instances[i].TexturePosition);
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GL.Uniform2(Uniforms["TextureScale"] + i, context.Instances[i].TextureScale);
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}
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// Fragment Uniforms
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Uniforms["Tint"].SetUniform4(context.Material.Tint);
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Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
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DrawObject(context.Mesh, context.Instances.Length);
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CleanUp();
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GL.UseProgram(0);
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}
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}
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}
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15
SMCode/SM2D/Shader/ShaderFiles/default.frag
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15
SMCode/SM2D/Shader/ShaderFiles/default.frag
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#version 330
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in vec2 vTexture;
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in vec4 vColor;
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uniform vec4 Tint;
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uniform bool UseTexture;
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uniform sampler2D Texture;
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layout(location = 0) out vec4 color;
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void main() {
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color = vColor * Tint;
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if (UseTexture) color *= texture(Texture, vTexture);
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}
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23
SMCode/SM2D/Shader/ShaderFiles/default.vert
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23
SMCode/SM2D/Shader/ShaderFiles/default.vert
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#version 330
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#define maxInstances 32
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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layout(location = 3) in vec4 aColor;
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uniform mat4 MVP;
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uniform bool HasVColor;
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uniform mat4 ModelMatrix[maxInstances];
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uniform vec2 TextureOffset[maxInstances];
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uniform vec2 TextureScale[maxInstances];
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out vec2 vTexture;
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out vec4 vColor;
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void main() {
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vTexture = aTex * TextureScale[gl_InstanceID] + TextureOffset[gl_InstanceID];
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if (HasVColor) vColor = aColor;
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else vColor = vec4(1);
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gl_Position = MVP * ModelMatrix[gl_InstanceID] * vec4(aPos, 1);
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}
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