Added Summeries
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47 changed files with 812 additions and 177 deletions
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@ -70,6 +70,11 @@ namespace SM.OGL.Shaders
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ShaderFileFiles = new ShaderFileCollection(vertex,fragment, geometry);
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}
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/// <summary>
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/// Creates a shader out of a vertex and an fragment shader.
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/// </summary>
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/// <param name="vertex"></param>
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/// <param name="fragment"></param>
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protected GenericShader(string vertex, string fragment) : this(new ShaderFileCollection(vertex, fragment)){}
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/// <inheritdoc />
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@ -81,6 +86,10 @@ namespace SM.OGL.Shaders
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
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/// <summary>
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/// Updates the shader files and recompiles the shader.
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/// </summary>
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/// <param name="newShaderFiles"></param>
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public void Update(ShaderFileCollection newShaderFiles)
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{
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ShaderFileFiles = newShaderFiles;
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@ -104,6 +113,9 @@ namespace SM.OGL.Shaders
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GLDebugging.CheckGLErrors($"A error occured at shader creation for '{GetType()}': %code%");
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}
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/// <summary>
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/// Activates the shader
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/// </summary>
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public void Activate()
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{
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GL.UseProgram(ID);
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@ -115,6 +127,7 @@ namespace SM.OGL.Shaders
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Load();
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}
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/// <inheritdoc />
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public override void Dispose()
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{
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GL.DeleteProgram(this);
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@ -136,14 +149,15 @@ namespace SM.OGL.Shaders
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/// <summary>
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/// Draws the mesh while forcing a primitive type instead of using the mesh type.
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/// </summary>
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/// <param name="modelType">The type, as what the object should be rendered.</param>
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/// <param name="mesh">The mesh.</param>
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/// <param name="amount">The amounts for instancing.</param>
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public static void DrawObject(PrimitiveType forcedType, GenericMesh mesh, int amount = 1)
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public static void DrawObject(PrimitiveType modelType, GenericMesh mesh, int amount = 1)
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{
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if (mesh.Indices != null)
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GL.DrawElementsInstanced(forcedType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
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GL.DrawElementsInstanced(modelType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
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else
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GL.DrawArraysInstanced(forcedType, 0, mesh.Vertex.Count / mesh.Vertex.PointerSize, amount);
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GL.DrawArraysInstanced(modelType, 0, mesh.Vertex.Count / mesh.Vertex.PointerSize, amount);
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}
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/// <summary>
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@ -2,28 +2,51 @@
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// This class controls uniform array structures.
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/// </summary>
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public class UniformArray : IUniform
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{
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private Dictionary<int, Dictionary<string, Uniform>> storedUniforms = new Dictionary<int, Dictionary<string, Uniform>>();
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internal List<string> uniformNames = new List<string>();
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private readonly Dictionary<int, Dictionary<string, Uniform>> storedUniforms = new Dictionary<int, Dictionary<string, Uniform>>();
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internal List<string> UniformNames = new List<string>();
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/// <inheritdoc />
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public int Location { get; internal set; }
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/// <summary>
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/// The name of the uniform.
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/// </summary>
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public string Name { get; internal set; }
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/// <summary>
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/// The uniform collection the uniform is from.
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/// </summary>
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public UniformCollection Parent { get; internal set; }
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/// <summary>
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/// The shader the uniform is from.
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/// </summary>
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public GenericShader ParentShader { get; internal set; }
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/// <summary>
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/// The length of the array.
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/// </summary>
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public int Length => storedUniforms.Count;
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/// <summary>
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/// Returns a dictionary to control the current index inside the array.
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/// </summary>
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public Dictionary<string, Uniform> this[int index] => Get(index);
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/// <summary>
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/// Equivalent to <see cref="this"/>
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/// <para>Returns a dictionary to control the current index inside the array.</para>
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/// </summary>
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public Dictionary<string, Uniform> Get(int index)
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{
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if (!storedUniforms.ContainsKey(index))
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{
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Dictionary<string, Uniform> dic = storedUniforms[index] = new Dictionary<string, Uniform>();
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for (int i = 0; i < uniformNames.Count; i++)
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for (int i = 0; i < UniformNames.Count; i++)
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{
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dic.Add(uniformNames[i], new Uniform(Name + $"[{index}]." + uniformNames[i], ParentShader, Parent));
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dic.Add(UniformNames[i], new Uniform(Name + $"[{index}]." + UniformNames[i], ParentShader, Parent));
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}
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}
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@ -8,14 +8,34 @@ using OpenTK.Graphics.OpenGL4;
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// Collects and provied the uniforms of a shader.
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/// </summary>
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public class UniformCollection : Dictionary<string, IUniform>
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{
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public int NextTexture = 0;
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internal string KeyString = "";
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/// <summary>
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/// The next uniform-position for textures.
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/// </summary>
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public int NextTexture = 0;
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/// <summary>
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/// The shader this collections is connected to.
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/// </summary>
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public GenericShader ParentShader { get; internal set; }
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/// <summary>
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///
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/// </summary>
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/// <param name="key"></param>
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public new Uniform this[string key] => Get(key);
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/// <summary>
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/// Equivalent to <see cref="this"/>
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/// <para>Gets the uniform with the provied key.</para>
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/// <para>If it can't find it, it will create a warning and a uniform with the location of -1.</para>
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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public Uniform Get(string key)
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{
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try
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@ -31,18 +51,22 @@ namespace SM.OGL.Shaders
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}
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}
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/// <summary>
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/// Gets a array.
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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/// <exception cref="KeyNotFoundException">If the key wasn't found, it will throw a exception</exception>
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public UniformArray GetArray(string key)
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{
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try
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{
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if (ContainsKey(key))
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return (UniformArray) base[key];
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}
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catch (KeyNotFoundException)
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{
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throw new Exception("UniformArray '"+key+"' wasn't found");
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}
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else throw new KeyNotFoundException("UniformArray '"+key+"' wasn't found");
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}
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/// <summary>
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/// Adds a uniform to the collection.
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/// </summary>
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public void Add(string key, int location)
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{
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base.Add(key, new Uniform(location, this));
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@ -101,7 +125,7 @@ namespace SM.OGL.Shaders
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}
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if (keySplits[1] == "0")
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array.uniformNames.Add(keySplits[2].Substring(1));
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array.UniformNames.Add(keySplits[2].Substring(1));
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}
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else
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{
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