Fixed Shader Instancing (with that particles and Text, aswell)

This commit is contained in:
Michel Fedde 2020-12-13 14:21:06 +01:00
parent 57fb71d01b
commit fd53c73fa7
8 changed files with 60 additions and 61 deletions

View file

@ -28,6 +28,15 @@ namespace SM.OGL.Shaders
{
}
public Uniform(string name, GenericShader shader) : this(GL.GetUniformLocation(shader, name), null)
{
}
public Uniform(string name, GenericShader shader, UniformCollection parent) : this(GL.GetUniformLocation(shader, name), parent)
{
}
/// <summary>
/// This create a new uniform manager
/// </summary>

View file

@ -1,50 +1,33 @@
#region usings
using System;
using System.Collections.Generic;
#endregion
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL;
namespace SM.OGL.Shaders
{
public class UniformArray : IUniform
{
internal UniformCollection collection;
private Dictionary<int, Dictionary<string, Uniform>> storedUniforms = new Dictionary<int, Dictionary<string, Uniform>>();
internal List<string> uniformNames = new List<string>();
internal Dictionary<string, int> Offsets = new Dictionary<string, int>();
internal int Size;
internal bool Struct = false;
public int Location { get; internal set; }
public GenericShader Parent { get; internal set; }
public string Name { get; internal set; }
public UniformCollection Parent { get; internal set; }
public GenericShader ParentShader { get; internal set; }
public UniformArray()
public Dictionary<string, Uniform> this[int index] => Get(index);
public Dictionary<string, Uniform> Get(int index)
{
collection = new UniformCollection()
if (!storedUniforms.ContainsKey(index))
{
ParentShader = Parent
};
}
Dictionary<string, Uniform> dic = storedUniforms[index] = new Dictionary<string, Uniform>();
public void Set(Action<int, Uniform> setAction)
{
for (var i = 0; i < Size; i++) setAction(i, new Uniform(Location + i));
}
public void Set(Func<int, UniformCollection, bool> setAction)
{
collection.ParentShader ??= Parent;
for (var i = 0; i < Size; i++)
{
collection.KeyString = $"{Name}[{i}]";
foreach (var pair in Offsets)
collection.Set(pair.Key, new Uniform(Location + pair.Value + i));
if (!setAction(i, collection)) break;
for (int i = 0; i < uniformNames.Count; i++)
{
dic.Add(uniformNames[i], new Uniform(Name + $"[{index}]." + uniformNames[i], ParentShader, Parent));
}
}
return storedUniforms[index];
}
}
}

View file

@ -82,20 +82,16 @@ namespace SM.OGL.Shaders
{
Location = loc,
Name = keySplits[0],
Parent = ParentShader,
Struct = keySplits.Length > 2
Parent = this,
ParentShader = ParentShader
};
arrayFilled = true;
lastArrayKey = keySplits[0];
}
var curIndex = int.Parse(keySplits[1]);
if (array.Size < curIndex) array.Size = curIndex;
if (array.Struct)
if (!array.Offsets.ContainsKey(keySplits[2].Trim('.')))
array.Offsets.Add(keySplits[2].Trim('.'), loc - array.Location);
if (keySplits[1] == "0")
array.uniformNames.Add(keySplits[2].Substring(1));
}
else
{