+ 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
77 lines
No EOL
2.4 KiB
C#
77 lines
No EOL
2.4 KiB
C#
#region usings
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using OpenTK.Graphics.OpenGL4;
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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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/// Collects all files that are needed for a shader.
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/// </summary>
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public struct ShaderFileCollection
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{
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/// <summary>
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/// Contains the vertex file.
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/// </summary>
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public ShaderFile Vertex;
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/// <summary>
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/// Contains the geometry file.
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/// </summary>
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public ShaderFile Geometry;
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/// <summary>
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/// Contains the fragment file.
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/// </summary>
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public ShaderFile Fragment;
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/// <summary>
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/// Creating the collection with vertex and fragment files.
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/// </summary>
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/// <param name="vertex">The vertex source file.</param>
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/// <param name="fragment">The fragment source file.</param>
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/// <param name="geometry">The geometry source file.</param>
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public ShaderFileCollection(string vertex, string fragment, string geometry = "") : this(new ShaderFile(vertex),
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new ShaderFile(fragment), geometry != "" ? new ShaderFile(geometry) : null)
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{
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}
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/// <summary>
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/// Creating the collection with shader files.
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/// </summary>
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/// <param name="vertex"></param>
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/// <param name="fragment"></param>
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/// <param name="geometry"></param>
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public ShaderFileCollection(ShaderFile vertex, ShaderFile fragment, ShaderFile geometry = default)
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{
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Vertex = vertex;
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Geometry = geometry;
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Fragment = fragment;
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}
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/// <summary>
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/// Appends the files to the shader.
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/// </summary>
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/// <param name="shader"></param>
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internal void Append(GenericShader shader)
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{
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Vertex.Compile(shader, ShaderType.VertexShader);
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Geometry?.Compile(shader, ShaderType.GeometryShader);
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Fragment.Compile(shader, ShaderType.FragmentShader);
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}
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/// <summary>
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/// Removes the files form the shader.
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/// </summary>
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/// <param name="shader"></param>
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internal void Detach(GenericShader shader)
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{
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GL.DetachShader(shader, Vertex);
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if (Geometry != null) GL.DetachShader(shader, Geometry);
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GL.DetachShader(shader, Fragment);
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GLDebugging.CheckGLErrors($"Error at detaching '{shader.GetType()}'");
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}
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}
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} |