smrendererv3/SMCode/SM.OGL/Shaders/UniformCollection.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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3.4 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Shaders
{
public class UniformCollection : Dictionary<string, IUniform>
{
internal int NextTexture = 0;
internal string KeyString = "";
public GenericShader ParentShader { get; internal set; }
public new Uniform this[string key] => Get(key);
public Uniform Get(string key)
{
try
{
return (Uniform) base[key];
}
catch (KeyNotFoundException)
{
GLCustomActions.AtWarning?.Invoke("Uniform '" + KeyString + key + "' was not found. Tried to recreate it.");
var u = new Uniform(GL.GetUniformLocation(ParentShader, KeyString + key), this);
Add(key, u);
return u;
}
}
public UniformArray GetArray(string key)
{
try
{
return (UniformArray) base[key];
}
catch (KeyNotFoundException)
{
throw new Exception("UniformArray '"+key+"' wasn't found");
}
}
public void Add(string key, int location)
{
base.Add(key, new Uniform(location, this));
}
internal void Set(string key, IUniform value)
{
base[key] = value;
}
internal void Import(GenericShader shader)
{
GL.GetProgram(shader, GetProgramParameterName.ActiveUniforms, out var uniformCount);
if (uniformCount < 1)
GLCustomActions.AtError("No uniforms has been found.");
var lastArrayKey = "";
var array = new UniformArray();
var arrayFilled = false;
if (GLSettings.InfoEveryUniform) GLCustomActions.AtInfo?.Invoke("Uniforms for: " + shader.GetType());
for (var i = 0; i < uniformCount; i++)
{
var key = GL.GetActiveUniform(shader, i, out _, out _);
var loc = GL.GetUniformLocation(shader, key);
if (GLSettings.InfoEveryUniform) GLCustomActions.AtInfo?.Invoke($"{key} - {loc}");
if (key.Contains("["))
{
var keySplits = key.Split('[', ']');
if (keySplits[0] != lastArrayKey)
{
if (arrayFilled) Add(lastArrayKey, array);
array = new UniformArray
{
Location = loc,
Name = keySplits[0],
Parent = ParentShader,
Struct = keySplits.Length > 2
};
arrayFilled = true;
lastArrayKey = keySplits[0];
}
var curIndex = int.Parse(keySplits[1]);
if (array.Size < curIndex) array.Size = curIndex;
if (array.Struct)
if (!array.Offsets.ContainsKey(keySplits[2].Trim('.')))
array.Offsets.Add(keySplits[2].Trim('.'), loc - array.Location);
}
else
{
Add(key, loc);
}
}
if (arrayFilled) Add(lastArrayKey, array);
}
}
}