#region usings
using OpenTK.Graphics.OpenGL4;
using SM.Base;
using SM.Base.Windows;
using SM.OGL.Mesh;
using SM.OGL.Shaders;
#endregion
namespace SM.Base.Drawing
{
///
/// A general class to work with material shaders properly.
///
public abstract class MaterialShader : GenericShader
{
///
protected MaterialShader(string combinedData) : base(combinedData)
{}
///
protected MaterialShader(string vertex, string fragment) : base(vertex, fragment)
{
}
///
protected MaterialShader(ShaderFileCollection shaderFileFiles) : base(shaderFileFiles)
{
}
///
/// Prepares the context for the drawing.
///
/// The context
public virtual void Draw(DrawContext context)
{
context.Shader.Activate();
context.Mesh.Activate();
if (context.Mesh is ILineMesh lineMesh)
GL.LineWidth(context.Material.ShaderArguments.Get("LineWidth", lineMesh.LineWidth));
else if (context.Material.ShaderArguments.ContainsKey("LineWidth"))
GL.LineWidth((float)context.Material.ShaderArguments["LineWidth"]);
if (context.Material.Blending)
{
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
} else GL.Disable(EnableCap.Blend);
DrawProcess(context);
CleanUp();
}
///
/// Draws the context.
///
///
protected abstract void DrawProcess(DrawContext context);
}
}