~ 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.
76 lines
No EOL
2.3 KiB
C#
76 lines
No EOL
2.3 KiB
C#
#region usings
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using OpenTK.Graphics.OpenGL4;
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#endregion
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// Collects all files that are needed for a shader.
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/// </summary>
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public struct ShaderFileCollection
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{
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/// <summary>
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/// Contains the vertex file.
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/// </summary>
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public ShaderFile Vertex;
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/// <summary>
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/// Contains the geometry file.
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/// </summary>
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public ShaderFile Geometry;
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/// <summary>
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/// Contains the fragment file.
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/// </summary>
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public ShaderFile Fragment;
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/// <summary>
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/// Creating the collection with vertex and fragment files.
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/// </summary>
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/// <param name="vertex">The vertex source file.</param>
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/// <param name="fragment">The fragment source file.</param>
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public ShaderFileCollection(string vertex, string fragment) : this(new ShaderFile(vertex),
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new ShaderFile(fragment))
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{
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}
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/// <summary>
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/// Creating the collection with shader files.
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/// </summary>
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/// <param name="vertex"></param>
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/// <param name="fragment"></param>
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/// <param name="geometry"></param>
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public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
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{
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Vertex = vertex;
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Geometry = geometry;
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Fragment = fragment;
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}
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/// <summary>
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/// Appends the files to the shader.
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/// </summary>
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/// <param name="shader"></param>
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internal void Append(GenericShader shader)
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{
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Vertex.Compile(shader, ShaderType.VertexShader);
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Geometry?.Compile(shader, ShaderType.GeometryShader);
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Fragment.Compile(shader, ShaderType.FragmentShader);
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}
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/// <summary>
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/// Removes the files form the shader.
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/// </summary>
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/// <param name="shader"></param>
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internal void Detach(GenericShader shader)
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{
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GL.DetachShader(shader, Vertex);
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if (Geometry != null) GL.DetachShader(shader, Geometry);
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GL.DetachShader(shader, Fragment);
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GLDebugging.CheckGLErrors($"Error at detaching '{shader.GetType()}'");
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}
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}
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} |