using OpenTK.Graphics.OpenGL4; using SM.Base.Contexts; using SM.Base.Scene; using SM.OGL.Shaders; using SM.Utility; namespace SM2D.Shader { public class Default2DShader : GenericShader, IShader { protected override bool AutoCompile { get; } = true; public Default2DShader() : base(new ShaderFileCollection( AssemblyUtility.ReadAssemblyFile("Shader.ShaderFiles.default.vert"), AssemblyUtility.ReadAssemblyFile("Shader.ShaderFiles.default.frag"))) { } public void Draw(DrawContext context) { GL.UseProgram(this); GL.BindVertexArray(context.Mesh); // Vertex Uniforms Uniforms["MVP"].SetMatrix4(context.View * context.World); Uniforms["HasVColor"].SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null); for (int i = 0; i < context.Instances.Length; i++) { GL.UniformMatrix4(Uniforms["ModelMatrix"] + i, false, ref context.Instances[i].ModelMatrix); GL.Uniform2(Uniforms["TextureOffset"] + i, context.Instances[i].TexturePosition); GL.Uniform2(Uniforms["TextureScale"] + i, context.Instances[i].TextureScale); } // Fragment Uniforms Uniforms["Tint"].SetUniform4(context.Material.Tint); Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]); DrawObject(context.Mesh, context.Instances.Length); CleanUp(); GL.UseProgram(0); } } }