1.0.14
NUGET-Changes: + Materials now have a method to draw. That should allow more freedom on how materials can have a effect on the resulting shader. ~ PostProcessEffect.Draw now needs a source ColorAttachment. ~ Added some missing summaries GIT-/SOLUTION-Changes: Remade the folder structure, to something more senseable.
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#region usings
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using OpenTK.Graphics.OpenGL4;
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#endregion
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namespace SM.OGL.Texture
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{
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/// <summary>
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/// Works as a basis for textures.
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/// </summary>
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public abstract class TextureBase : GLObject
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{
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/// <inheritdoc />
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protected override bool AutoCompile { get; set; } = true;
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Texture;
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/// <summary>
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/// Contains the specific information of each pixel.
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/// </summary>
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public PixelInformation PixelInformation;
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/// <summary>
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/// The target of the texture.
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/// </summary>
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public TextureTarget Target { get; set; } = TextureTarget.Texture2D;
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/// <summary>
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/// The texture filter.
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/// <para>Default: <see cref="TextureMinFilter.Linear" /></para>
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/// </summary>
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public virtual TextureMinFilter Filter { get; set; } = TextureMinFilter.Linear;
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/// <summary>
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/// The wrap mode.
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/// <para>Default: <see cref="TextureWrapMode.Repeat" /></para>
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/// </summary>
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public virtual TextureWrapMode WrapMode { get; set; } = TextureWrapMode.Repeat;
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/// <summary>
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/// The Width of the texture
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/// </summary>
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public virtual int Width { get; protected set; }
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/// <summary>
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/// The height of the texture
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/// </summary>
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public virtual int Height { get; protected set; }
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/// <inheritdoc />
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public override void Dispose()
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{
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GL.DeleteTexture(_id);
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base.Dispose();
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}
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}
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}
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