20.09.2020

+ Instance Drawing
+ Text and Font

~ Made "DrawBackground" forced Background for 2D

- DrawEmpty
This commit is contained in:
Michel Fedde 2020-09-20 18:29:09 +02:00
parent acccf5f0e7
commit c4a0847567
29 changed files with 365 additions and 85 deletions

View file

@ -1,14 +1,17 @@
#version 330
#define maxInstances 32
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
uniform mat4 MVP;
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrix[maxInstances];
uniform vec2 TextureOffset[maxInstances];
uniform vec2 TextureScale[maxInstances];
out vec2 vTexture;
void main() {
vTexture = aTex;
vTexture = aTex * TextureScale[gl_InstanceID] + TextureOffset[gl_InstanceID];
gl_Position = MVP * ModelMatrix * vec4(aPos, 1);
gl_Position = MVP * ModelMatrix[gl_InstanceID] * vec4(aPos, 1);
}

View file

@ -13,26 +13,25 @@ namespace SM.Base.Shader
{
protected override bool AutoCompile { get; } = true;
public Action<UniformCollection, DrawContext> SetUniform;
public Action<UniformCollection, DrawContext, int> SetUniformVertex;
public Action<UniformCollection, DrawContext> SetUniformFragment;
public InstanceShader(string vertex, string fragment, Action<UniformCollection, DrawContext> setUniform) : base(new ShaderFileCollection(vertex, fragment))
public InstanceShader(string vertex, string fragment) : base(new ShaderFileCollection(vertex, fragment))
{
SetUniform = setUniform;
}
public void Draw(DrawContext context)
{
GL.UseProgram(this);
SetUniform.Invoke(Uniforms, context);
Uniforms["MVP"].SetMatrix4(context.View * context.World);
DrawObject(context.Mesh, true);
for (int i = 0; i < context.Instances.Length; i++) SetUniformVertex?.Invoke(Uniforms, context, i);
SetUniformFragment?.Invoke(Uniforms, context);
DrawObject(context.Mesh, context.Instances.Length, true);
GL.UseProgram(0);
}
public void DrawInstanced(DrawContext context, ICollection<Matrix4> instanceCollection)
{
throw new NotImplementedException();
}
}
}

View file

@ -1,5 +1,6 @@
using System.IO;
using System.Reflection;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Shaders;
namespace SM.Base.Shader
@ -7,13 +8,20 @@ namespace SM.Base.Shader
public class Shaders
{
public static InstanceShader Default = new InstanceShader(new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.vert")).ReadToEnd(),
new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.frag")).ReadToEnd(),
((u, context) =>
new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.frag")).ReadToEnd())
{
SetUniformFragment = (u, context) =>
{
u["MVP"].SetMatrix4(context.View * context.World);
u["ModelMatrix"].SetMatrix4(context.ModelMatrix);
u["Tint"].SetUniform4(context.Material.Tint);
u["Texture"].SetTexture(context.Material.Texture, 0, u["UseTexture"]);
}));
},
SetUniformVertex = (u, context, i) =>
{
GL.UniformMatrix4(u["ModelMatrix"] + i, false, ref context.Instances[i].ModelMatrix);
GL.Uniform2(u["TextureOffset"] + i, context.Instances[i].TexturePosition);
GL.Uniform2(u["TextureScale"] + i, context.Instances[i].TextureScale);
}
};
}
}