smrendererv3/SMCode/SM.Base/Shader/InstanceShader.cs
Michel Fedde 617a7ef044 26.09.2020
+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
2020-09-26 23:40:16 +02:00

39 lines
No EOL
1.2 KiB
C#

using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Shaders;
namespace SM.Base.Shader
{
public class InstanceShader : GenericShader, IShader
{
protected override bool AutoCompile { get; } = true;
public Action<UniformCollection, DrawContext, int> SetUniformVertex;
public Action<UniformCollection, DrawContext> SetUniformFragment;
public InstanceShader(string vertex, string fragment) : base(new ShaderFileCollection(vertex, fragment))
{
}
public void Draw(DrawContext context)
{
GL.UseProgram(this);
Uniforms["MVP"].SetMatrix4(context.View * context.World);
Uniforms["HasVColor"].SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
for (int i = 0; i < context.Instances.Length; i++) SetUniformVertex?.Invoke(Uniforms, context, i);
SetUniformFragment?.Invoke(Uniforms, context);
DrawObject(context.Mesh, context.Instances.Length, true);
CleanUp();
GL.UseProgram(0);
}
}
}