Added missing summeries #1
This commit is contained in:
parent
03d99ea28e
commit
8665b5b709
104 changed files with 1165 additions and 821 deletions
|
|
@ -1,19 +1,15 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
#region usings
|
||||
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using SM.Base;
|
||||
using SM.Base.Objects.Static;
|
||||
using SM.Base.Scene;
|
||||
using SM.Base.Windows;
|
||||
using SM.OGL.Framebuffer;
|
||||
using SM.OGL.Shaders;
|
||||
using SM.Base.Window;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM.Base.PostProcess
|
||||
{
|
||||
/// <summary>
|
||||
/// Basis for a post process effect
|
||||
/// Basis for a post process effect
|
||||
/// </summary>
|
||||
public abstract class PostProcessEffect
|
||||
{
|
||||
|
|
@ -22,7 +18,7 @@ namespace SM.Base.PostProcess
|
|||
protected RenderPipeline Pipeline;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the effect.
|
||||
/// Initialize the effect.
|
||||
/// </summary>
|
||||
/// <param name="pipeline"></param>
|
||||
public void Initilize(RenderPipeline pipeline)
|
||||
|
|
@ -30,24 +26,25 @@ namespace SM.Base.PostProcess
|
|||
Pipeline = pipeline;
|
||||
InitProcess();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method, to initialize the shader.
|
||||
/// </summary>
|
||||
protected virtual void InitProcess() {}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Method to draw the actual effect.
|
||||
/// Method, to initialize the shader.
|
||||
/// </summary>
|
||||
protected virtual void InitProcess()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Method to draw the actual effect.
|
||||
/// </summary>
|
||||
public abstract void Draw(DrawContext context);
|
||||
|
||||
/// <summary>
|
||||
/// Event, when the scene changed.
|
||||
/// Event, when the scene changed.
|
||||
/// </summary>
|
||||
public virtual void SceneChanged(GenericScene scene)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +1,13 @@
|
|||
using System;
|
||||
#region usings
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using SM.Base.Objects.Static;
|
||||
using SM.OGL.Framebuffer;
|
||||
using SM.Base.Utility;
|
||||
using SM.OGL.Shaders;
|
||||
using SM.Utility;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM.Base.PostProcess
|
||||
{
|
||||
|
|
@ -13,8 +16,12 @@ namespace SM.Base.PostProcess
|
|||
/// </summary>
|
||||
public class PostProcessShader : GenericShader
|
||||
{
|
||||
private static readonly ShaderFile _fragExtensions = new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.PostProcess.DefaultFiles.extensions.frag"));
|
||||
private static readonly ShaderFile _normalVertex = new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.PostProcess.DefaultFiles.vertexFile.vert"));
|
||||
private static readonly ShaderFile _fragExtensions =
|
||||
new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.PostProcess.DefaultFiles.extensions.frag"));
|
||||
|
||||
private static readonly ShaderFile _normalVertex =
|
||||
new ShaderFile(AssemblyUtility.ReadAssemblyFile("SM.Base.PostProcess.DefaultFiles.vertexFile.vert"));
|
||||
|
||||
private static readonly string _normalVertexWithExt =
|
||||
AssemblyUtility.ReadAssemblyFile("SM.Base.PostProcess.DefaultFiles.vertexWithExt.vert");
|
||||
|
||||
|
|
@ -22,8 +29,9 @@ namespace SM.Base.PostProcess
|
|||
/// Creates the shader with the default vertex shader and custom fragment.
|
||||
/// </summary>
|
||||
public PostProcessShader(string fragment) : this(_normalVertex,
|
||||
new ShaderFile(fragment))
|
||||
{ }
|
||||
new ShaderFile(fragment))
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates the shader with an vertex extension and custom fragment.
|
||||
|
|
@ -32,9 +40,10 @@ namespace SM.Base.PostProcess
|
|||
/// <param name="fragment"></param>
|
||||
public PostProcessShader(string vertexExt, string fragment) : this(new ShaderFile(_normalVertexWithExt)
|
||||
{
|
||||
GLSLExtensions = new List<ShaderFile>() { new ShaderFile(vertexExt) }
|
||||
}, new ShaderFile(fragment))
|
||||
{ }
|
||||
GLSLExtensions = new List<ShaderFile> {new ShaderFile(vertexExt)}
|
||||
}, new ShaderFile(fragment))
|
||||
{
|
||||
}
|
||||
|
||||
private PostProcessShader(ShaderFile vertex, ShaderFile fragment) : base(
|
||||
new ShaderFileCollection(vertex, fragment))
|
||||
|
|
@ -43,7 +52,7 @@ namespace SM.Base.PostProcess
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Draws the shader with special uniforms.
|
||||
/// Draws the shader with special uniforms.
|
||||
/// </summary>
|
||||
/// <param name="color"></param>
|
||||
/// <param name="setUniformAction"></param>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue