Loads and loads of small improvements I added while developing on my game
This commit is contained in:
parent
41421b1df9
commit
a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions
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@ -14,20 +14,8 @@ namespace SM.OGL.Framebuffer
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/// </summary>
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public class ColorAttachment : TextureBase
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{
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/// <summary>
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/// Creates a attachment with a specific id.
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/// </summary>
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/// <param name="attachmentId"></param>
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public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR)
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{ }
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public ColorAttachment(int attachmentID, PixelInformation pixelInformation)
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{
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AttachmentID = attachmentID;
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PixelInformation = pixelInformation;
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}
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private int _multisamples;
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/// <summary>
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/// The ID the attachment was given.
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/// </summary>
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@ -50,6 +38,22 @@ namespace SM.OGL.Framebuffer
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/// </summary>
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public DrawBuffersEnum DrawBuffersEnum => DrawBuffersEnum.ColorAttachment0 + AttachmentID;
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public bool IsMultisampled => _multisamples > 0;
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/// <summary>
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/// Creates a attachment with a specific id.
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/// </summary>
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/// <param name="attachmentId"></param>
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public ColorAttachment(int attachmentId) : this(attachmentId, PixelInformation.RGBA_LDR)
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{ }
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public ColorAttachment(int attachmentID, PixelInformation pixelInformation, int multisamples = 0)
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{
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AttachmentID = attachmentID;
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PixelInformation = pixelInformation;
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_multisamples = multisamples;
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Target = IsMultisampled ? TextureTarget.Texture2DMultisample : TextureTarget.Texture2D;
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}
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/// <summary>
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/// Generates the attachment.
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/// </summary>
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@ -57,20 +61,36 @@ namespace SM.OGL.Framebuffer
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public void Generate(Framebuffer f)
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{
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_id = GL.GenTexture();
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if (IsMultisampled) GenerateMultisampledTexture(f);
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else GenerateTexture(f);
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}
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private void GenerateTexture(Framebuffer f)
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{
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GL.BindTexture(TextureTarget.Texture2D, _id);
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GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInformation.InternalFormat,
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(int) f.Size.X, (int) f.Size.Y,
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(int)f.Size.X, (int)f.Size.Y,
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0, PixelInformation.Format, PixelInformation.DataType, IntPtr.Zero);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
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(int) TextureMinFilter.Linear);
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(int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
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(int) TextureMinFilter.Linear);
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(int)TextureMinFilter.Linear);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS,
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(int) TextureParameterName.ClampToEdge);
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(int)TextureParameterName.ClampToEdge);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT,
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(int) TextureParameterName.ClampToEdge);
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(int)TextureParameterName.ClampToEdge);
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GL.BindTexture(TextureTarget.Texture2D, 0);
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}
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private void GenerateMultisampledTexture(Framebuffer f)
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{
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GL.BindTexture(TextureTarget.Texture2DMultisample, _id);
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GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, _multisamples, PixelInformation.InternalFormat, (int)f.Size.X, (int)f.Size.Y, true);
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GL.BindTexture(TextureTarget.Texture2DMultisample, 0);
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}
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}
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}
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@ -14,6 +14,8 @@ namespace SM.OGL.Framebuffer
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/// </summary>
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public class Framebuffer : GLObject
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{
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protected override bool AutoCompile { get; } = true;
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/// <summary>
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/// Represents the screen buffer.
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/// </summary>
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@ -92,7 +94,7 @@ namespace SM.OGL.Framebuffer
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GL.DrawBuffers(enums.Length, enums);
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foreach (var pair in ColorAttachments)
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GL.FramebufferTexture(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.ID,
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GL.FramebufferTexture2D(FramebufferTarget.Framebuffer, pair.Value.FramebufferAttachment, pair.Value.Target, pair.Value.ID,
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0);
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var err = GL.CheckFramebufferStatus(FramebufferTarget.Framebuffer);
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@ -123,7 +125,6 @@ namespace SM.OGL.Framebuffer
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ColorAttachments.Add(key, value);
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}
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/// <summary>
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/// Activates the framebuffer without clearing the buffer.
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/// </summary>
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@ -2,6 +2,7 @@
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using System;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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#endregion
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@ -47,9 +48,35 @@ namespace SM.OGL.Mesh
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/// <param name="y">If true, it takes the Y-value of maximum, otherwise the minimum.</param>
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/// <param name="z">If true, it takes the Z-value of maximum, otherwise the minimum.</param>
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/// <returns></returns>
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public Vector3 this[bool x, bool y, bool z] =>
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new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
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public Vector3 this[bool x, bool y, bool z] => Get(x,y,z);
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public Vector3 Get(bool x, bool y, bool z)
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{
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return new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
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}
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public Vector3 Get(bool xyz) => Get(xyz, xyz, xyz);
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public Vector3 Get(Matrix4 transformation, bool x, bool y, bool z)
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{
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Vector3 get = Get(x, y, z);
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return (new Vector4(get, 1) * transformation).Xyz;
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}
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public Vector3 Get(Matrix4 transformation, bool xyz) => Get(transformation, xyz, xyz, xyz);
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public void Update(GenericMesh mesh)
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{
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int pos = 0;
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foreach (float f in mesh.Vertex)
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{
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Min[pos] = Math.Min(Min[pos], f);
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Max[pos] = Math.Max(Max[pos], f);
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pos++;
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pos %= mesh.Vertex.PointerSize;
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}
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}
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/// <summary>
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/// Updates the bounding box.
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/// </summary>
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@ -13,6 +13,9 @@ namespace SM.OGL.Mesh
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/// </summary>
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public abstract class GenericMesh : GLObject
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{
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private bool _boundingBoxUpdated = false;
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public static int LastID { get; internal set; } = -1;
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/// <summary>
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/// Generates the AttribDataIndex
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@ -69,14 +72,28 @@ namespace SM.OGL.Mesh
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/// </summary>
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public virtual int[] Indices { get; set; }
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public void UpdateBoundingBox()
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{
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BoundingBox.Update(this);
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_boundingBoxUpdated = true;
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}
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public void Activate()
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{
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GL.BindVertexArray(ID);
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}
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/// <inheritdoc />
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public override void Compile()
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{
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_id = GL.GenVertexArray();
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GL.BindVertexArray(_id);
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if (Attributes == null || Attributes.Count == 0) throw new Exception("[Critical] The model requires attributes.");
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if (!_boundingBoxUpdated)
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UpdateBoundingBox();
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foreach (var kvp in Attributes)
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kvp.ConnectedVBO?.BindBuffer(kvp.Index);
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7
SMCode/SM.OGL/Mesh/ILineMesh.cs
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7
SMCode/SM.OGL/Mesh/ILineMesh.cs
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@ -0,0 +1,7 @@
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namespace SM.OGL.Mesh
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{
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public interface ILineMesh
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{
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float LineWidth { get; set; }
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}
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}
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@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using OpenTK.Graphics.OpenGL;
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namespace SM.OGL.Mesh
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{
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@ -50,5 +51,11 @@ namespace SM.OGL.Mesh
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//if (vbo == null) return;
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Add(new MeshAttribute(id, name, vbo));
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}
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public bool Has(string name)
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{
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VBO attribute = this[name];
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return attribute != null && attribute.Active;
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}
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}
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}
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@ -40,6 +40,8 @@ namespace SM.OGL.Mesh
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/// </summary>
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public int PointerStride;
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public bool Active = true;
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/// <summary>
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/// Specifies the data type of each component in the array.
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/// </summary>
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@ -133,6 +135,14 @@ namespace SM.OGL.Mesh
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Add(vector.X, vector.Y, z, w);
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}
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public void Add(params Vector2[] vectors)
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{
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foreach (Vector2 vector in vectors)
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{
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Add(vector);
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}
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}
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/// <summary>
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/// Adds a Vector3.
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/// </summary>
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@ -149,6 +159,13 @@ namespace SM.OGL.Mesh
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Add(vector.X, vector.Y, vector.Z, w);
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}
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public void Add(params Vector3[] vectors)
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{
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foreach (Vector3 vector in vectors)
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{
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Add(vector);
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}
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}
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/// <summary>
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/// Adds a vector4.
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/// </summary>
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@ -172,6 +189,8 @@ namespace SM.OGL.Mesh
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/// <param name="attribID">The id for the attribute.</param>
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internal void BindBuffer(int attribID)
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{
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if (!Active) return;
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var data = ToArray();
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var buffer = GL.GenBuffer();
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@ -51,6 +51,7 @@
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<Compile Include="GLSystem.cs" />
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<Compile Include="Mesh\BoundingBox.cs" />
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<Compile Include="Mesh\GenericMesh.cs" />
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<Compile Include="Mesh\ILineMesh.cs" />
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<Compile Include="Mesh\MeshAttribute.cs" />
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<Compile Include="Mesh\MeshAttributeList.cs" />
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<Compile Include="Mesh\VBO.cs" />
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@ -106,6 +106,11 @@ 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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public void Activate()
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{
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GL.UseProgram(ID);
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}
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/// <inheritdoc />
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public override void Compile()
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{
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@ -122,7 +127,7 @@ namespace SM.OGL.Shaders
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/// </summary>
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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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protected void DrawObject(GenericMesh mesh, int amount = 1)
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public static void DrawObject(GenericMesh mesh, int amount = 1)
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{
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if (mesh.Indices != null)
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GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
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@ -138,7 +143,6 @@ namespace SM.OGL.Shaders
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Uniforms.NextTexture = 0;
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.BindVertexArray(0);
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}
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}
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}
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@ -14,17 +14,17 @@ namespace SM.OGL.Shaders
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/// <summary>
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/// Contains the vertex file.
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/// </summary>
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public ShaderFile Vertex;
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public ShaderFile[] Vertex;
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/// <summary>
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/// Contains the geometry file.
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/// </summary>
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public ShaderFile Geometry;
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public ShaderFile[] Geometry;
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/// <summary>
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/// Contains the fragment file.
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/// </summary>
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public ShaderFile Fragment;
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public ShaderFile[] Fragment;
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/// <summary>
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/// Creating the collection with vertex and fragment files.
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@ -44,6 +44,14 @@ namespace SM.OGL.Shaders
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/// <param name="fragment"></param>
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/// <param name="geometry"></param>
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public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
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{
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Vertex = new []{vertex};
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if (geometry != null) Geometry = new[] {geometry};
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else Geometry = default;
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Fragment = new []{fragment};
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}
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public ShaderFileCollection(ShaderFile[] vertex, ShaderFile[] fragment, ShaderFile[] geometry = default)
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{
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Vertex = vertex;
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Geometry = geometry;
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@ -56,9 +64,15 @@ namespace SM.OGL.Shaders
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/// <param name="shader"></param>
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internal void Append(GenericShader shader)
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{
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Vertex.Compile(shader, ShaderType.VertexShader);
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Geometry?.Compile(shader, ShaderType.GeometryShader);
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Fragment.Compile(shader, ShaderType.FragmentShader);
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foreach (ShaderFile file in Vertex)
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file.Compile(shader, ShaderType.VertexShader);
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if (Geometry != null)
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foreach (ShaderFile file in Geometry)
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file.Compile(shader, ShaderType.GeometryShader);
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foreach (ShaderFile file in Fragment)
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file.Compile(shader, ShaderType.FragmentShader);
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}
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/// <summary>
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@ -67,9 +81,15 @@ namespace SM.OGL.Shaders
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/// <param name="shader"></param>
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internal void Detach(GenericShader shader)
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{
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GL.DetachShader(shader, Vertex);
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if (Geometry != null) GL.DetachShader(shader, Geometry);
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GL.DetachShader(shader, Fragment);
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foreach (ShaderFile file in Vertex)
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GL.DetachShader(shader, file);
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if (Geometry != null)
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foreach (ShaderFile file in Geometry)
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GL.DetachShader(shader, file);
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foreach (ShaderFile file in Fragment)
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GL.DetachShader(shader, file);
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GLDebugging.CheckGLErrors($"Error at detaching '{shader.GetType()}'");
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}
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@ -354,7 +354,7 @@ namespace SM.OGL.Shaders
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#region Matrix2
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public void SetMatrix2(ref Matrix2 matrix, bool transpose = false)
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public void SetMatrix2(Matrix2 matrix, bool transpose = false)
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{
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GL.UniformMatrix2(Location, transpose, ref matrix);
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}
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@ -383,7 +383,7 @@ namespace SM.OGL.Shaders
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#region Matrix3
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public void SetMatrix3(ref Matrix3 matrix, bool transpose = false)
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public void SetMatrix3(Matrix3 matrix, bool transpose = false)
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{
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GL.UniformMatrix3(Location, transpose, ref matrix);
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}
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@ -485,7 +485,7 @@ namespace SM.OGL.Shaders
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{
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Parent.NextTexture = texturePos + 1;
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GL.ActiveTexture(TextureUnit.Texture0 + texturePos);
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GL.BindTexture(TextureTarget.Texture2D, texture);
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GL.BindTexture(texture.Target, texture);
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SetUniform1(texturePos);
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}
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@ -12,6 +12,7 @@ namespace SM.OGL.Shaders
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public string Name { get; internal set; }
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public UniformCollection Parent { get; internal set; }
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public GenericShader ParentShader { get; internal set; }
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public int Length => storedUniforms.Count;
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public Dictionary<string, Uniform> this[int index] => Get(index);
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@ -24,7 +24,7 @@ namespace SM.OGL.Shaders
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}
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catch (KeyNotFoundException)
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{
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GLCustomActions.AtWarning?.Invoke("Uniform '" + KeyString + key + "' was not found. Tried to recreate it.");
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GLCustomActions.AtWarning?.Invoke("Uniform '" + KeyString + key + "' at '" + ParentShader.GetType().Name + "' was not found. Tried to recreate it.");
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var u = new Uniform(GL.GetUniformLocation(ParentShader, KeyString + key), this);
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Add(key, u);
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return u;
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@ -13,12 +13,15 @@ namespace SM.OGL.Texture
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{
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/// <inheritdoc />
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protected override bool AutoCompile { get; } = true;
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Texture;
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public PixelInformation PixelInformation;
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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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