smrendererv3/SMCode/SM.OGL/Shaders/ShaderFileCollection.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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2.3 KiB
C#

#region usings
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Shaders
{
/// <summary>
/// Collects all files that are needed for a shader.
/// </summary>
public struct ShaderFileCollection
{
/// <summary>
/// Contains the vertex file.
/// </summary>
public ShaderFile Vertex;
/// <summary>
/// Contains the geometry file.
/// </summary>
public ShaderFile Geometry;
/// <summary>
/// Contains the fragment file.
/// </summary>
public ShaderFile Fragment;
/// <summary>
/// Creating the collection with vertex and fragment files.
/// </summary>
/// <param name="vertex">The vertex source file.</param>
/// <param name="fragment">The fragment source file.</param>
public ShaderFileCollection(string vertex, string fragment) : this(new ShaderFile(vertex),
new ShaderFile(fragment))
{
}
/// <summary>
/// Creating the collection with shader files.
/// </summary>
/// <param name="vertex"></param>
/// <param name="fragment"></param>
/// <param name="geometry"></param>
public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
{
Vertex = vertex;
Geometry = geometry;
Fragment = fragment;
}
/// <summary>
/// Appends the files to the shader.
/// </summary>
/// <param name="shader"></param>
internal void Append(GenericShader shader)
{
Vertex.Compile(shader, ShaderType.VertexShader);
Geometry?.Compile(shader, ShaderType.GeometryShader);
Fragment.Compile(shader, ShaderType.FragmentShader);
}
/// <summary>
/// Removes the files form the shader.
/// </summary>
/// <param name="shader"></param>
internal void Detach(GenericShader shader)
{
GL.DetachShader(shader, Vertex);
if (Geometry != null) GL.DetachShader(shader, Geometry);
GL.DetachShader(shader, Fragment);
GLDebugging.CheckGLErrors($"Error at detaching '{shader.GetType()}'");
}
}
}