smrendererv3/SMCode/SM.OGL/Shaders/ShaderFileCollection.cs
Michel Fedde 4c18127c88 05.01.2021
+ Bloom effect
+ PixelInformation
+ Many Summaries
+ Add-methods for CVectors
+ Exposure-Field in GenericCamera for HDR.

~ ColorAttachments now can have PixelInformation
~ Transformed MeshAttributes to a own class
~ Fixed the non-applying of transformations at texts
~ Added more information to the context
~ Improved Pipeline-Process.
~ Changed how Uniform takes arrays

- Light system
2021-01-06 17:04:15 +01:00

77 lines
No EOL
2.4 KiB
C#

#region usings
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL.Shaders
{
/// <summary>
/// Collects all files that are needed for a shader.
/// </summary>
public struct ShaderFileCollection
{
/// <summary>
/// Contains the vertex file.
/// </summary>
public ShaderFile Vertex;
/// <summary>
/// Contains the geometry file.
/// </summary>
public ShaderFile Geometry;
/// <summary>
/// Contains the fragment file.
/// </summary>
public ShaderFile Fragment;
/// <summary>
/// Creating the collection with vertex and fragment files.
/// </summary>
/// <param name="vertex">The vertex source file.</param>
/// <param name="fragment">The fragment source file.</param>
/// <param name="geometry">The geometry source file.</param>
public ShaderFileCollection(string vertex, string fragment, string geometry = "") : this(new ShaderFile(vertex),
new ShaderFile(fragment), geometry != "" ? new ShaderFile(geometry) : null)
{
}
/// <summary>
/// Creating the collection with shader files.
/// </summary>
/// <param name="vertex"></param>
/// <param name="fragment"></param>
/// <param name="geometry"></param>
public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
{
Vertex = vertex;
Geometry = geometry;
Fragment = fragment;
}
/// <summary>
/// Appends the files to the shader.
/// </summary>
/// <param name="shader"></param>
internal void Append(GenericShader shader)
{
Vertex.Compile(shader, ShaderType.VertexShader);
Geometry?.Compile(shader, ShaderType.GeometryShader);
Fragment.Compile(shader, ShaderType.FragmentShader);
}
/// <summary>
/// Removes the files form the shader.
/// </summary>
/// <param name="shader"></param>
internal void Detach(GenericShader shader)
{
GL.DetachShader(shader, Vertex);
if (Geometry != null) GL.DetachShader(shader, Geometry);
GL.DetachShader(shader, Fragment);
GLDebugging.CheckGLErrors($"Error at detaching '{shader.GetType()}'");
}
}
}