Added Summeries

This commit is contained in:
Michel Fedde 2021-03-19 20:59:02 +01:00
parent 71a22df8bd
commit 8296d9b8a9
47 changed files with 812 additions and 177 deletions

View file

@ -70,6 +70,11 @@ namespace SM.OGL.Shaders
ShaderFileFiles = new ShaderFileCollection(vertex,fragment, geometry);
}
/// <summary>
/// Creates a shader out of a vertex and an fragment shader.
/// </summary>
/// <param name="vertex"></param>
/// <param name="fragment"></param>
protected GenericShader(string vertex, string fragment) : this(new ShaderFileCollection(vertex, fragment)){}
/// <inheritdoc />
@ -81,6 +86,10 @@ namespace SM.OGL.Shaders
/// <inheritdoc />
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
/// <summary>
/// Updates the shader files and recompiles the shader.
/// </summary>
/// <param name="newShaderFiles"></param>
public void Update(ShaderFileCollection newShaderFiles)
{
ShaderFileFiles = newShaderFiles;
@ -104,6 +113,9 @@ namespace SM.OGL.Shaders
GLDebugging.CheckGLErrors($"A error occured at shader creation for '{GetType()}': %code%");
}
/// <summary>
/// Activates the shader
/// </summary>
public void Activate()
{
GL.UseProgram(ID);
@ -115,6 +127,7 @@ namespace SM.OGL.Shaders
Load();
}
/// <inheritdoc />
public override void Dispose()
{
GL.DeleteProgram(this);
@ -136,14 +149,15 @@ namespace SM.OGL.Shaders
/// <summary>
/// Draws the mesh while forcing a primitive type instead of using the mesh type.
/// </summary>
/// <param name="modelType">The type, as what the object should be rendered.</param>
/// <param name="mesh">The mesh.</param>
/// <param name="amount">The amounts for instancing.</param>
public static void DrawObject(PrimitiveType forcedType, GenericMesh mesh, int amount = 1)
public static void DrawObject(PrimitiveType modelType, GenericMesh mesh, int amount = 1)
{
if (mesh.Indices != null)
GL.DrawElementsInstanced(forcedType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
GL.DrawElementsInstanced(modelType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
else
GL.DrawArraysInstanced(forcedType, 0, mesh.Vertex.Count / mesh.Vertex.PointerSize, amount);
GL.DrawArraysInstanced(modelType, 0, mesh.Vertex.Count / mesh.Vertex.PointerSize, amount);
}
/// <summary>