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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9b917ac181
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4c18127c88
52 changed files with 697 additions and 373 deletions
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@ -24,14 +24,29 @@ namespace SM.OGL.Shaders
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/// </summary>
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public UniformCollection Parent { get; }
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/// <summary>
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/// This creates a new uniform manager, that has a null parent.
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/// </summary>
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/// <param name="location"></param>
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public Uniform(int location) : this(location, null)
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{
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}
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/// <summary>
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/// This creates a new uniform manager, that get the location from the provided shader and with a null parent.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="shader"></param>
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public Uniform(string name, GenericShader shader) : this(GL.GetUniformLocation(shader, name), null)
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{
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}
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/// <summary>
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/// This creates a new uniform manager, that get the location from the provided shader and with a parent.
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/// </summary>
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/// <param name="name"></param>
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/// <param name="shader"></param>
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/// <param name="parent"></param>
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public Uniform(string name, GenericShader shader, UniformCollection parent) : this(GL.GetUniformLocation(shader, name), parent)
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{
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@ -60,9 +75,9 @@ namespace SM.OGL.Shaders
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GL.Uniform1(Location, value);
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}
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public void SetUniform1(int count, params int[] values)
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public void SetUniform1(params int[] values)
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{
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GL.Uniform1(Location, count, values);
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GL.Uniform1(Location, values.Length, values);
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}
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public void SetUniform1(int count, ref int values)
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@ -76,9 +91,9 @@ namespace SM.OGL.Shaders
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GL.Uniform1(Location, value);
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}
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public void SetUniform1(int count, params uint[] values)
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public void SetUniform1(params uint[] values)
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{
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GL.Uniform1(Location, count, values);
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GL.Uniform1(Location, values.Length, values);
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}
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public void SetUniform1(int count, ref uint values)
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@ -92,9 +107,9 @@ namespace SM.OGL.Shaders
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GL.Uniform1(Location, value);
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}
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public void SetUniform1(int count, params float[] values)
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public void SetUniform1(params float[] values)
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{
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GL.Uniform1(Location, count, values);
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GL.Uniform1(Location, values.Length, values);
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}
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public void SetUniform1(int count, ref float value)
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@ -108,9 +123,9 @@ namespace SM.OGL.Shaders
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GL.Uniform1(Location, value);
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}
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public void SetUniform1(int count, params double[] values)
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public void SetUniform1(params double[] values)
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{
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GL.Uniform1(Location, count, values);
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GL.Uniform1(Location, values.Length, values);
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}
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public void SetUniform1(int count, ref double value)
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@ -142,24 +157,24 @@ namespace SM.OGL.Shaders
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GL.Uniform2(Location, x, y);
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}
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public void SetUniform2(int count, params float[] values)
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public void SetUniform2(params float[] values)
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{
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GL.Uniform2(Location, count, values);
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GL.Uniform2(Location, values.Length / 2, values);
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}
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public void SetUniform2(int count, params double[] values)
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public void SetUniform2(params double[] values)
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{
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GL.Uniform2(Location, count, values);
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GL.Uniform2(Location, values.Length / 2, values);
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}
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public void SetUniform2(int count, params int[] values)
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public void SetUniform2(params int[] values)
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{
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GL.Uniform2(Location, count, values);
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GL.Uniform2(Location, values.Length / 2, values);
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}
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public void SetUniform2(int count, params uint[] values)
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public void SetUniform2(params uint[] values)
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{
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GL.Uniform2(Location, count, values);
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GL.Uniform2(Location, values.Length / 2, values);
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}
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public void SetUniform2(int count, ref float values)
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@ -211,24 +226,24 @@ namespace SM.OGL.Shaders
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GL.Uniform3(Location, x, y, z);
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}
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public void SetUniform3(int count, params float[] values)
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public void SetUniform3(params float[] values)
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{
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GL.Uniform3(Location, count, values);
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GL.Uniform3(Location, values.Length / 3, values);
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}
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public void SetUniform3(int count, params double[] values)
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public void SetUniform3(params double[] values)
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{
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GL.Uniform3(Location, count, values);
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GL.Uniform3(Location, values.Length / 3, values);
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}
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public void SetUniform3(int count, params int[] values)
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public void SetUniform3(params int[] values)
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{
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GL.Uniform3(Location, count, values);
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GL.Uniform3(Location, values.Length / 3, values);
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}
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public void SetUniform3(int count, params uint[] values)
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public void SetUniform3(params uint[] values)
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{
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GL.Uniform3(Location, count, values);
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GL.Uniform3(Location, values.Length / 3, values);
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}
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public void SetUniform3(int count, ref float values)
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@ -280,24 +295,24 @@ namespace SM.OGL.Shaders
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GL.Uniform4(Location, x, y, z, w);
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}
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public void SetUniform4(int count, params float[] values)
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public void SetUniform4(params float[] values)
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{
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GL.Uniform4(Location, count, values);
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GL.Uniform4(Location, values.Length / 4, values);
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}
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public void SetUniform4(int count, params double[] values)
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public void SetUniform4(params double[] values)
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{
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GL.Uniform4(Location, count, values);
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GL.Uniform4(Location, values.Length / 4, values);
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}
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public void SetUniform4(int count, params int[] values)
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public void SetUniform4(params int[] values)
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{
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GL.Uniform4(Location, count, values);
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GL.Uniform4(Location, values.Length / 4, values);
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}
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public void SetUniform4(int count, params uint[] values)
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public void SetUniform4(params uint[] values)
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{
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GL.Uniform4(Location, count, values);
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GL.Uniform4(Location, values.Length / 4, values);
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}
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public void SetUniform4(int count, ref float values)
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