~ 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.
97 lines
No EOL
2.4 KiB
C#
97 lines
No EOL
2.4 KiB
C#
#region usings
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using System.Diagnostics;
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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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/// Specifies default object behaviour.
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/// </summary>
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public abstract class GLObject
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{
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/// <summary>
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/// Contains the OpenGL ID
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/// </summary>
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protected int _id = -1;
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/// <summary>
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/// If true, the system will call "Compile()", when "ID" is tried to get, but the id is still -1.
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/// </summary>
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protected virtual bool AutoCompile { get; } = false;
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/// <summary>
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/// Checks if the object was compiled.
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/// </summary>
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public bool WasCompiled => _id > 0;
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/// <summary>
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/// Returns the id for this object.
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/// <para>It will auto compile, if needed and allowed.</para>
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/// </summary>
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public virtual int ID
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{
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get
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{
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if (AutoCompile && !WasCompiled) PerformCompile();
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return _id;
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}
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}
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/// <summary>
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/// Identifies the object.
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/// </summary>
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public abstract ObjectLabelIdentifier TypeIdentifier { get; }
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[DebuggerStepThrough]
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private void PerformCompile()
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{
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Compile();
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}
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/// <summary>
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/// The action, that is called, when "ID" tries to compile something.
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/// </summary>
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public virtual void Compile()
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{
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}
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/// <summary>
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/// Is triggered, when something want to dispose this object.
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/// </summary>
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public virtual void Dispose()
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{
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}
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/// <summary>
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/// Re-compiles the object.
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/// </summary>
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public void Recompile()
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{
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if (!WasCompiled) return;
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Dispose();
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Compile();
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}
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/// <summary>
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/// Names the object for debugging.
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/// </summary>
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/// <param name="name"></param>
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public void Name(string name)
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{
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if (GLSystem.Debugging) GL.ObjectLabel(TypeIdentifier, _id, name.Length, name);
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}
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/// <summary>
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/// Returns the ID for the object.
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/// </summary>
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/// <param name="glo"></param>
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public static implicit operator int(GLObject glo)
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{
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return glo.ID;
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}
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}
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} |