smrendererv3/SMCode/SM.Base/Drawing/MaterialShader.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

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1,002 B
C#

#region usings
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.OGL.Shaders;
#endregion
namespace SM.Base.Scene
{
/// <summary>
/// A general class to work with material shaders properly.
/// </summary>
public abstract class MaterialShader : GenericShader
{
protected MaterialShader(string vertex, string fragment) : base(vertex, fragment)
{
}
protected MaterialShader(ShaderFileCollection shaderFileFiles) : base(shaderFileFiles)
{
}
/// <summary>
/// Draws the context.
/// </summary>
/// <param name="context">The context</param>
public virtual void Draw(DrawContext context)
{
GL.UseProgram(this);
GL.BindVertexArray(context.Mesh);
DrawProcess(context);
CleanUp();
GL.UseProgram(0);
}
protected virtual void DrawProcess(DrawContext context)
{
}
}
}