smrendererv3/SMCode/SM2D/Shader/Default2DShader.cs
Michel Fedde 5d4b360b05 ~ Changed Pipelines
(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.)
(Basic2DPipeline: Simple Color and Texture stuff, thats it)
2020-12-19 18:31:44 +01:00

49 lines
No EOL
1.6 KiB
C#

#region usings
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.OGL.Shaders;
using SM.Utility;
#endregion
namespace SM2D.Shader
{
public class Default2DShader : MaterialShader
{
public static Default2DShader MaterialShader = new Default2DShader();
private Default2DShader() : base(AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.glsl"))
{
Load();
}
protected override void DrawProcess(DrawContext context)
{
// Vertex Uniforms
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
Uniforms["HasVColor"]
.SetUniform1(context.Mesh.Attributes["color"] != null);
Uniforms["occlude"].SetUniform1(context.ShaderArguments.ContainsKey("occluder"));
UniformArray instances = Uniforms.GetArray("Instances");
for (int i = 0; i < context.Instances.Count; i++)
{
var shaderInstance = instances[i];
var instance = context.Instances[i];
shaderInstance["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
shaderInstance["TextureOffset"].SetUniform2(instance.TexturePosition);
shaderInstance["TextureScale"].SetUniform2(instance.TextureScale);
}
// Fragment Uniforms
Uniforms["Tint"].SetUniform4(context.Material.Tint);
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
DrawObject(context.Mesh, context.Instances.Count);
}
}
}