Loads and loads of small improvements I added while developing on my game
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41421b1df9
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107 changed files with 2278 additions and 1023 deletions
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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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