Loads and loads of small improvements I added while developing on my game

This commit is contained in:
Michel Fedde 2021-03-02 19:54:19 +01:00
parent 41421b1df9
commit a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions

View file

@ -14,17 +14,17 @@ namespace SM.OGL.Shaders
/// <summary>
/// Contains the vertex file.
/// </summary>
public ShaderFile Vertex;
public ShaderFile[] Vertex;
/// <summary>
/// Contains the geometry file.
/// </summary>
public ShaderFile Geometry;
public ShaderFile[] Geometry;
/// <summary>
/// Contains the fragment file.
/// </summary>
public ShaderFile Fragment;
public ShaderFile[] Fragment;
/// <summary>
/// Creating the collection with vertex and fragment files.
@ -44,6 +44,14 @@ namespace SM.OGL.Shaders
/// <param name="fragment"></param>
/// <param name="geometry"></param>
public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
{
Vertex = new []{vertex};
if (geometry != null) Geometry = new[] {geometry};
else Geometry = default;
Fragment = new []{fragment};
}
public ShaderFileCollection(ShaderFile[] vertex, ShaderFile[] fragment, ShaderFile[] geometry = default)
{
Vertex = vertex;
Geometry = geometry;
@ -56,9 +64,15 @@ namespace SM.OGL.Shaders
/// <param name="shader"></param>
internal void Append(GenericShader shader)
{
Vertex.Compile(shader, ShaderType.VertexShader);
Geometry?.Compile(shader, ShaderType.GeometryShader);
Fragment.Compile(shader, ShaderType.FragmentShader);
foreach (ShaderFile file in Vertex)
file.Compile(shader, ShaderType.VertexShader);
if (Geometry != null)
foreach (ShaderFile file in Geometry)
file.Compile(shader, ShaderType.GeometryShader);
foreach (ShaderFile file in Fragment)
file.Compile(shader, ShaderType.FragmentShader);
}
/// <summary>
@ -67,9 +81,15 @@ namespace SM.OGL.Shaders
/// <param name="shader"></param>
internal void Detach(GenericShader shader)
{
GL.DetachShader(shader, Vertex);
if (Geometry != null) GL.DetachShader(shader, Geometry);
GL.DetachShader(shader, Fragment);
foreach (ShaderFile file in Vertex)
GL.DetachShader(shader, file);
if (Geometry != null)
foreach (ShaderFile file in Geometry)
GL.DetachShader(shader, file);
foreach (ShaderFile file in Fragment)
GL.DetachShader(shader, file);
GLDebugging.CheckGLErrors($"Error at detaching '{shader.GetType()}'");
}