smrendererv3/SMCode/SM2D/Shader/Default2DShader.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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1.7 KiB
C#

#region usings
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Shaders;
using SM.Utility;
#endregion
namespace SM2D.Shader
{
public class Default2DShader : MaterialShader
{
public static Default2DShader MaterialShader = new Default2DShader();
//protected override bool AutoCompile { get; } = true;
private Default2DShader() : base(new ShaderFileCollection(
AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.vert"),
AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.frag")))
{
Load();
}
protected override void DrawProcess(DrawContext context)
{
// Vertex Uniforms
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
Uniforms.GetArray("Instances").Set((i, uniforms) =>
{
if (i >= context.Instances.Length) return false;
var instance = context.Instances[i];
uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
uniforms["TextureOffset"].SetUniform2(instance.TexturePosition);
uniforms["TextureScale"].SetUniform2(instance.TextureScale);
return true;
});
// Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint);
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
DrawObject(context.Mesh, context.Instances.Length);
}
}
}