~ 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.
47 lines
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1,002 B
C#
47 lines
No EOL
1,002 B
C#
#region usings
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Contexts;
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using SM.OGL.Shaders;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A general class to work with material shaders properly.
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/// </summary>
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public abstract class MaterialShader : GenericShader
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{
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protected MaterialShader(string vertex, string fragment) : base(vertex, fragment)
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{
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}
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protected MaterialShader(ShaderFileCollection shaderFileFiles) : base(shaderFileFiles)
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{
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}
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/// <summary>
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/// Draws the context.
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/// </summary>
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/// <param name="context">The context</param>
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public virtual void Draw(DrawContext context)
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{
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GL.UseProgram(this);
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GL.BindVertexArray(context.Mesh);
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DrawProcess(context);
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CleanUp();
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GL.UseProgram(0);
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}
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protected virtual void DrawProcess(DrawContext context)
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{
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}
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}
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} |