~ Changed Pipelines

(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.)
(Basic2DPipeline: Simple Color and Texture stuff, thats it)
This commit is contained in:
Michel Fedde 2020-12-19 18:31:44 +01:00
parent 1ed03fec3f
commit 5d4b360b05
23 changed files with 243 additions and 59 deletions

View file

@ -0,0 +1,40 @@
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.OGL.Shaders;
using SM.Utility;
namespace SM2D.Shader
{
public class Basic2DShader : MaterialShader
{
public static Basic2DShader Shader = new Basic2DShader();
private Basic2DShader() : base(AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.basic.glsl"))
{
}
protected override void DrawProcess(DrawContext context)
{
// Vertex Uniforms
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes["color"] != null);
UniformArray instances = Uniforms.GetArray("Instances");
for (int i = 0; i < context.Instances.Count; i++)
{
var shaderInstance = instances[i];
var instance = context.Instances[i];
shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition);
shaderInstance["TextureScale"].SetUniform2(instance.TextureScale);
}
// Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint);
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
DrawObject(context.Mesh, context.Instances.Count);
}
}
}

View file

@ -27,6 +27,7 @@ namespace SM2D.Shader
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes["color"] != null);
Uniforms["occlude"].SetUniform1(context.ShaderArguments.ContainsKey("occluder"));
UniformArray instances = Uniforms.GetArray("Instances");
for (int i = 0; i < context.Instances.Count; i++)

View file

@ -0,0 +1,28 @@
#version 330
//# region vertex
//# import SM_base_vertex_basic
void ApplyTexModifier();
void CheckVertexColor();
void ApplyModelTransformation();
void vmain() {
ApplyTexModifier();
CheckVertexColor();
ApplyModelTransformation();
}
//# region fragment
in vec2 vTexture;
in vec4 vColor;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void fmain() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
}

View file

@ -17,13 +17,18 @@ void vmain() {
in vec2 vTexture;
in vec4 vColor;
uniform bool occlude;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
layout(location = 1) out vec4 occluder;
void fmain() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
occluder = vec4(occlude,0,0,1);
}