05.01.2021
+ Bloom effect + PixelInformation + Many Summaries + Add-methods for CVectors + Exposure-Field in GenericCamera for HDR. ~ ColorAttachments now can have PixelInformation ~ Transformed MeshAttributes to a own class ~ Fixed the non-applying of transformations at texts ~ Added more information to the context ~ Improved Pipeline-Process. ~ Changed how Uniform takes arrays - Light system
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52 changed files with 697 additions and 373 deletions
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@ -6,4 +6,8 @@ uniform sampler2D renderedTexture;
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vec4 GetRenderColor() {
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return texture(renderedTexture, vTexture);
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}
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vec4 GetRenderColorOffset(vec2 offset) {
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return texture(renderedTexture, vTexture + offset);
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}
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Diagnostics;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Contexts;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.OGL.Framebuffer;
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@ -18,27 +19,28 @@ namespace SM.Base.PostProcess
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internal static Matrix4 Mvp;
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internal static Matrix4 Model;
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protected RenderPipeline Pipeline;
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/// <summary>
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/// Initialize the effect.
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/// </summary>
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/// <param name="pipeline"></param>
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public void Initilize(RenderPipeline pipeline)
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{
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Pipeline = pipeline;
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InitProcess();
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}
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/// <summary>
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/// Method, to initialize the shader.
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/// </summary>
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public virtual void Init() {}
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/// <summary>
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/// Method, to initialize the shader.
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/// </summary>
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public virtual void Init(Framebuffer main)
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{
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Init();
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}
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protected virtual void InitProcess() {}
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/// <summary>
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/// Method to draw the actual effect.
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/// </summary>
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/// <param name="main">The framebuffer, that was used.</param>
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/// <param name="target">The framebuffer, the system should draw to.</param>
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public abstract void Draw(Framebuffer main, Framebuffer target);
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public abstract void Draw(DrawContext context);
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/// <summary>
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/// Event, when the scene changed.
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