~ 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.
79 lines
No EOL
2.3 KiB
C#
79 lines
No EOL
2.3 KiB
C#
#region usings
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using System;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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using OpenTK.Graphics.OpenGL4;
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#endregion
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namespace SM.OGL
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{
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/// <summary>
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/// Contains everything that is needed to debug OpenGL
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/// </summary>
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public static class GLDebugging
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{
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private static DebugProc _debugProc = DebugCallback;
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private static GCHandle _debugGcHandle;
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[DebuggerStepThrough]
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private static void DebugCallback(DebugSource source, DebugType type, int id, DebugSeverity severity,
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int length, IntPtr message, IntPtr userparam)
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{
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var msg = Marshal.PtrToStringAnsi(message, length);
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GLCustomActions.AtKHRDebug?.Invoke(source, type, severity, msg);
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}
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/// <summary>
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/// Enables the debugging.
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/// </summary>
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public static void EnableDebugging()
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{
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try
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{
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_debugGcHandle = GCHandle.Alloc(_debugProc);
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GL.DebugMessageCallback(_debugProc, IntPtr.Zero);
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GL.Enable(EnableCap.DebugOutput);
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GL.Enable(EnableCap.DebugOutputSynchronous);
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}
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catch (AccessViolationException)
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{
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Console.WriteLine("Enableing proper GLDebugging failed. \n" +
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"Often it fails, because your hardware doesn't provide proper OpenGL 4 \n" +
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" or KHR_debug extension support.");
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}
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}
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/// <summary>
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/// Checks for OpenGL errors.
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/// </summary>
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public static bool CheckGLErrors()
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{
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var hasError = false;
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ErrorCode c;
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while ((c = GL.GetError()) != ErrorCode.NoError)
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{
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hasError = true;
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GLCustomActions.AtError?.Invoke("A GLError occurred: " + c);
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}
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return hasError;
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}
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public static bool CheckGLErrors(string formating)
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{
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var hasError = false;
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ErrorCode c;
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while ((c = GL.GetError()) != ErrorCode.NoError)
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{
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hasError = true;
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GLCustomActions.AtError?.Invoke(formating.Replace("%code%", c.ToString()));
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}
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return hasError;
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}
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}
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} |