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
This commit is contained in:
Michel Fedde 2021-01-06 17:04:15 +01:00
parent 9b917ac181
commit 4c18127c88
52 changed files with 697 additions and 373 deletions

View file

@ -6,4 +6,8 @@ uniform sampler2D renderedTexture;
vec4 GetRenderColor() {
return texture(renderedTexture, vTexture);
}
vec4 GetRenderColorOffset(vec2 offset) {
return texture(renderedTexture, vTexture + offset);
}

View file

@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Diagnostics;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
@ -18,27 +19,28 @@ namespace SM.Base.PostProcess
internal static Matrix4 Mvp;
internal static Matrix4 Model;
protected RenderPipeline Pipeline;
/// <summary>
/// Initialize the effect.
/// </summary>
/// <param name="pipeline"></param>
public void Initilize(RenderPipeline pipeline)
{
Pipeline = pipeline;
InitProcess();
}
/// <summary>
/// Method, to initialize the shader.
/// </summary>
public virtual void Init() {}
/// <summary>
/// Method, to initialize the shader.
/// </summary>
public virtual void Init(Framebuffer main)
{
Init();
}
protected virtual void InitProcess() {}
/// <summary>
/// Method to draw the actual effect.
/// </summary>
/// <param name="main">The framebuffer, that was used.</param>
/// <param name="target">The framebuffer, the system should draw to.</param>
public abstract void Draw(Framebuffer main, Framebuffer target);
public abstract void Draw(DrawContext context);
/// <summary>
/// Event, when the scene changed.