~ 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
No EOL
1.5 KiB
C#
47 lines
No EOL
1.5 KiB
C#
#region usings
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using System;
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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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public class GLCustomActions
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{
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/// <summary>
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/// A action that is performed, when a OpenGL-error occurs.
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/// </summary>
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public static Action<DebugSource, DebugType, DebugSeverity, string> AtKHRDebug = DefaultDebugAction;
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/// <summary>
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/// A action, that is performed, when a GLError occurred.
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/// <para>Doesn't account for "KHR_debugging"</para>
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/// </summary>
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public static Action<string> AtError;
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/// <summary>
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/// A action, that is performed, when a warning want to be shown.
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/// </summary>
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public static Action<string> AtWarning;
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/// <summary>
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/// A action, that is performed, when a information needs to be shown.
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/// </summary>
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public static Action<string> AtInfo;
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/// <summary>
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/// Default action for 'AtKHRDebug'.
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/// </summary>
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/// <param name="source"></param>
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/// <param name="type"></param>
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/// <param name="severity"></param>
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/// <param name="msg"></param>
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private static void DefaultDebugAction(DebugSource source, DebugType type, DebugSeverity severity, string msg)
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{
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Console.WriteLine($"{severity}, {type}, {source} -> {msg}");
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if (type == DebugType.DebugTypeError) throw new Exception(msg);
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}
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}
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} |