#region usings using OpenTK.Graphics.OpenGL4; using SM.Base.Contexts; using SM.Base.Scene; using SM.OGL.Shaders; using SM.Utility; #endregion namespace SM2D.Shader { public class Default2DShader : MaterialShader { public static Default2DShader MaterialShader = new Default2DShader(); //protected override bool AutoCompile { get; } = true; private Default2DShader() : base(new ShaderFileCollection( AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.vert"), AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.frag"))) { Load(); } protected override void DrawProcess(DrawContext context) { // Vertex Uniforms Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World); Uniforms["HasVColor"] .SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null); Uniforms.GetArray("Instances").Set((i, uniforms) => { if (i >= context.Instances.Length) return false; var instance = context.Instances[i]; uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix); uniforms["TextureOffset"].SetUniform2(instance.TexturePosition); uniforms["TextureScale"].SetUniform2(instance.TextureScale); return true; }); // Fragment Uniforms Uniforms["Tint"].SetUniform4(context.Material.Tint); Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]); DrawObject(context.Mesh, context.Instances.Length); } } }