+ 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
133 lines
No EOL
4.3 KiB
C#
133 lines
No EOL
4.3 KiB
C#
#region usings
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using System;
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using System.Linq;
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Mesh;
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#endregion
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namespace SM.OGL.Shaders
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{
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/// <summary>
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/// Abstract class, that is used to create graphic shader.
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/// </summary>
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public abstract class GenericShader : GLObject
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{
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/// <inheritdoc />
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protected override bool AutoCompile { get; } = true;
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/// <summary>
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/// Contains the different files for the shader.
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/// </summary>
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protected ShaderFileCollection ShaderFileFiles;
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/// <summary>
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/// Contains and manage the uniforms from the shader.
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/// </summary>
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protected UniformCollection Uniforms;
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/// <summary>
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///
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/// </summary>
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/// <param name="combinedData"></param>
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protected GenericShader(string combinedData)
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{
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int firstPos = combinedData.IndexOf("//# region ", StringComparison.Ordinal);
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string header = combinedData.Substring(0, firstPos);
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int regionAmount = combinedData.Split(new string[] {"//# region "}, StringSplitOptions.None).Length - 1;
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int pos = firstPos + 10;
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string vertex = "";
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string geometry = "";
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string fragment = "";
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for (int i = 0; i < regionAmount; i++)
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{
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int posOfBreak = combinedData.IndexOf("\n", pos, StringComparison.Ordinal);
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string name = combinedData.Substring(pos, posOfBreak - pos).Trim();
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int nextPos = i == regionAmount - 1 ? combinedData.Length : combinedData.IndexOf("//# region ", posOfBreak, StringComparison.Ordinal);
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string data = header + combinedData.Substring(posOfBreak, nextPos - posOfBreak);
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pos = nextPos + 10;
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switch (name)
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{
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case "vertex":
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vertex = data.Replace("vmain()", "main()");
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break;
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case "geometry":
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geometry = data.Replace("gmain()", "main()");
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break;
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case "fragment":
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fragment = data.Replace("fmain()", "main()");
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break;
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}
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}
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Console.WriteLine();
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ShaderFileFiles = new ShaderFileCollection(vertex,fragment, geometry);
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}
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protected GenericShader(string vertex, string fragment) : this(new ShaderFileCollection(vertex, fragment)){}
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/// <inheritdoc />
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protected GenericShader(ShaderFileCollection shaderFileFiles)
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{
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ShaderFileFiles = shaderFileFiles;
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}
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/// <inheritdoc />
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public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Program;
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/// <summary>
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/// Loads the shader to the GPU.
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/// </summary>
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public void Load()
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{
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_id = GL.CreateProgram();
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ShaderFileFiles.Append(this);
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GL.LinkProgram(_id);
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Name(GetType().Name);
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ShaderFileFiles.Detach(this);
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Uniforms = new UniformCollection {ParentShader = this};
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Uniforms.Import(this);
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GLDebugging.CheckGLErrors($"A error occured at shader creation for '{GetType()}': %code%");
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}
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/// <inheritdoc />
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public override void Compile()
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{
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Load();
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}
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/// <summary>
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/// Draws the mesh.
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/// </summary>
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/// <param name="mesh">The mesh.</param>
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/// <param name="amount">The amounts for instancing.</param>
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protected void DrawObject(GenericMesh mesh, int amount = 1)
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{
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if (mesh.Indices != null)
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GL.DrawElementsInstanced(mesh.PrimitiveType, 0, DrawElementsType.UnsignedInt, mesh.Indices, amount);
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else
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GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
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}
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/// <summary>
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/// Resets the shader specific settings to ensure proper workings.
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/// </summary>
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protected void CleanUp()
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{
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Uniforms.NextTexture = 0;
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GL.BindTexture(TextureTarget.Texture2D, 0);
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GL.BindVertexArray(0);
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}
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}
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} |