General: + Added Summaries Renderer ------- SM.Base: + SM.Base.Controls.Mouse now has a feature to disable tracking. + Replaced Bloom Effect with the similar system how blender use it. + You can now disable ANY post processing effects. + Interpolation for CVectors. + MathUtils + RenderPipelines now have a central list for post processing effects. ~ Log-System is now ignored if a debugger is attached. ~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform. ~ Improved Text Rendering SM.OGL: + ColorAttachments now contain a reference to the framebuffer its connected. + ColorAttachments can now have a own size. + Framebuffer.Append(string key, Vector2 size, int pos) +Framebuffers now have a method to completely reset itself. + Framebuffers now have a Blit-method called "CopyTo". ~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object. ~ Renderbuffers now are a class and contain the ID by itself. ~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1 Optionals: Controls: + Framecache for the GameController.GetState()
585 lines
No EOL
18 KiB
C#
585 lines
No EOL
18 KiB
C#
#region usings
|
|
|
|
using OpenTK;
|
|
using OpenTK.Graphics;
|
|
using OpenTK.Graphics.OpenGL4;
|
|
using SM.OGL.Texture;
|
|
|
|
#endregion
|
|
|
|
namespace SM.OGL.Shaders
|
|
{
|
|
/// <summary>
|
|
/// Manages the uniforms.
|
|
/// </summary>
|
|
public struct Uniform : IUniform
|
|
{
|
|
/// <summary>
|
|
/// This contains the location for the uniform.
|
|
/// </summary>
|
|
public int Location { get; internal set; }
|
|
|
|
/// <summary>
|
|
/// This contains the Parent collection of this uniform.
|
|
/// </summary>
|
|
public UniformCollection Parent { get; }
|
|
|
|
#region Constructors
|
|
/// <summary>
|
|
/// This creates a new uniform manager, that has a null parent.
|
|
/// </summary>
|
|
/// <param name="location"></param>
|
|
public Uniform(int location) : this(location, null)
|
|
{
|
|
}
|
|
|
|
/// <summary>
|
|
/// This creates a new uniform manager, that get the location from the provided shader and with a null parent.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <param name="shader"></param>
|
|
public Uniform(string name, GenericShader shader) : this(GL.GetUniformLocation(shader, name), null)
|
|
{
|
|
|
|
}
|
|
/// <summary>
|
|
/// This creates a new uniform manager, that get the location from the provided shader and with a parent.
|
|
/// </summary>
|
|
/// <param name="name"></param>
|
|
/// <param name="shader"></param>
|
|
/// <param name="parent"></param>
|
|
public Uniform(string name, GenericShader shader, UniformCollection parent) : this(GL.GetUniformLocation(shader, name), parent)
|
|
{
|
|
|
|
}
|
|
|
|
/// <summary>
|
|
/// This create a new uniform manager
|
|
/// </summary>
|
|
/// <param name="location">Location id</param>
|
|
/// <param name="parent">Parent collection</param>
|
|
public Uniform(int location, UniformCollection parent)
|
|
{
|
|
Location = location;
|
|
Parent = parent;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Uniform1
|
|
|
|
/// <summary>
|
|
/// Set a boolean as value.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
public void SetBool(bool value)
|
|
{
|
|
GL.Uniform1(Location, value ? 1 : 0);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a integer.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
public void SetInt(int value)
|
|
{
|
|
GL.Uniform1(Location, value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets an array of integers.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetInt(params int[] values)
|
|
{
|
|
GL.Uniform1(Location, values.Length, values);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set a unsigned integer.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
public void SetUInt(uint value)
|
|
{
|
|
GL.Uniform1(Location, value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Set an array of unsigned integers.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetUInt(params uint[] values)
|
|
{
|
|
GL.Uniform1(Location, values.Length, values);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a float.
|
|
/// </summary>
|
|
/// <param name="value"></param>
|
|
public void SetFloat(float value)
|
|
{
|
|
GL.Uniform1(Location, value);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets an array of floats.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetFloat(params float[] values)
|
|
{
|
|
GL.Uniform1(Location, values.Length, values);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Uniform2
|
|
|
|
/// <summary>
|
|
/// Sets a float vector2 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
public void SetVector2(float x, float y)
|
|
{
|
|
GL.Uniform2(Location, x, y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a unsigned integer vector2 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
public void SetVector2(uint x, uint y)
|
|
{
|
|
GL.Uniform2(Location, x, y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a integer vector2 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
public void SetVector2(int x, int y)
|
|
{
|
|
GL.Uniform2(Location, x, y);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a float vector2.
|
|
/// </summary>
|
|
/// <param name="vector2"></param>
|
|
public void SetVector2(Vector2 vector2)
|
|
{
|
|
GL.Uniform2(Location, vector2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a float vector2 by refencing.
|
|
/// </summary>
|
|
/// <param name="vector2"></param>
|
|
public void SetVector2(ref Vector2 vector2)
|
|
{
|
|
GL.Uniform2(Location, ref vector2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a array of vector2.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector2(params Vector2[] values)
|
|
{
|
|
float[] newValues = new float[values.Length * 2];
|
|
for(int i = 0; i < values.Length; i++)
|
|
{
|
|
Vector2 val = values[i];
|
|
int newi = i * 2;
|
|
newValues[newi] = val.X;
|
|
newValues[newi + 1] = val.Y;
|
|
}
|
|
GL.Uniform2(Location, values.Length, newValues);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a float array that get converted to a vector2 array.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector2(params float[] values)
|
|
{
|
|
GL.Uniform2(Location, values.Length / 2, values);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a integer array that get converted to a ivector2 array.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector2(params int[] values)
|
|
{
|
|
GL.Uniform2(Location, values.Length / 2, values);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a unsigned integer array that get converted to a unsigned integer vector2 array.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector2(params uint[] values)
|
|
{
|
|
GL.Uniform2(Location, values.Length / 2, values);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Uniform3
|
|
|
|
/// <summary>
|
|
/// Sets a float vector3 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="z"></param>
|
|
public void SetVector3(float x, float y, float z)
|
|
{
|
|
GL.Uniform3(Location, x, y, z);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a unsigned integer vector3 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="z"></param>
|
|
public void SetVector3(uint x, uint y, uint z)
|
|
{
|
|
GL.Uniform3(Location, x, y, z);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a integer vector3 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="z"></param>
|
|
public void SetVector3(int x, int y, int z)
|
|
{
|
|
GL.Uniform3(Location, x, y, z);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a vector3.
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
public void SetVector3(Vector3 vector)
|
|
{
|
|
GL.Uniform3(Location, vector);
|
|
}
|
|
/// <summary>
|
|
/// Sets a vector3 by reference.
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
public void SetVector3(ref Vector3 vector)
|
|
{
|
|
GL.Uniform3(Location, ref vector);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a array of vector3.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector3(params Vector3[] values)
|
|
{
|
|
float[] newValues = new float[values.Length * 3];
|
|
for (int i = 0; i < values.Length; i++)
|
|
{
|
|
Vector3 val = values[i];
|
|
int newi = i * 3;
|
|
newValues[newi] = val.X;
|
|
newValues[newi + 1] = val.Y;
|
|
newValues[newi + 2] = val.Z;
|
|
}
|
|
GL.Uniform3(Location, values.Length, newValues);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a array by providing the components.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector3(params float[] values)
|
|
{
|
|
GL.Uniform3(Location, values.Length / 3, values);
|
|
}
|
|
/// <summary>
|
|
/// Sets a array by providing the components.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector3(params int[] values)
|
|
{
|
|
GL.Uniform3(Location, values.Length / 3, values);
|
|
}
|
|
/// <summary>
|
|
/// Sets a array by providing the components.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector3(params uint[] values)
|
|
{
|
|
GL.Uniform3(Location, values.Length / 3, values);
|
|
}
|
|
|
|
|
|
#endregion
|
|
|
|
#region Uniform4
|
|
|
|
/// <summary>
|
|
/// Sets a vector4 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="z"></param>
|
|
/// <param name="w"></param>
|
|
public void SetVector4(float x, float y, float z, float w)
|
|
{
|
|
GL.Uniform4(Location, x, y, z, w);
|
|
}
|
|
/// <summary>
|
|
/// Sets a vector4 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="z"></param>
|
|
/// <param name="w"></param>
|
|
public void SetVector4(uint x, uint y, uint z, uint w)
|
|
{
|
|
GL.Uniform4(Location, x, y, z, w);
|
|
}
|
|
/// <summary>
|
|
/// Sets a vector4 by providing the values.
|
|
/// </summary>
|
|
/// <param name="x"></param>
|
|
/// <param name="y"></param>
|
|
/// <param name="z"></param>
|
|
/// <param name="w"></param>
|
|
public void SetVector4(int x, int y, int z, int w)
|
|
{
|
|
GL.Uniform4(Location, x, y, z, w);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a vector4.
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
public void SetVector4(Vector4 vector)
|
|
{
|
|
GL.Uniform4(Location, vector);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a vector4.
|
|
/// </summary>
|
|
/// <param name="vector"></param>
|
|
public void SetVector4(ref Vector4 vector)
|
|
{
|
|
GL.Uniform4(Location, ref vector);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a array of Vector4.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector4(params Vector4[] values)
|
|
{
|
|
float[] newValues = new float[values.Length * 4];
|
|
for (int i = 0; i < values.Length; i++)
|
|
{
|
|
Vector4 val = values[i];
|
|
int newi = i * 3;
|
|
newValues[newi] = val.X;
|
|
newValues[newi + 1] = val.Y;
|
|
newValues[newi + 2] = val.Z;
|
|
newValues[newi + 3] = val.W;
|
|
}
|
|
GL.Uniform3(Location, values.Length, newValues);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a array by providing the components.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector4(params float[] values)
|
|
{
|
|
GL.Uniform4(Location, values.Length / 4, values);
|
|
}
|
|
/// <summary>
|
|
/// Sets a array by providing the components.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector4(params int[] values)
|
|
{
|
|
GL.Uniform4(Location, values.Length / 4, values);
|
|
}
|
|
/// <summary>
|
|
/// Sets a array by providing the components.
|
|
/// </summary>
|
|
/// <param name="values"></param>
|
|
public void SetVector4(params uint[] values)
|
|
{
|
|
GL.Uniform4(Location, values.Length / 4, values);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a quaternion.
|
|
/// </summary>
|
|
/// <param name="quaternion"></param>
|
|
public void SetQuaternion(Quaternion quaternion)
|
|
{
|
|
GL.Uniform4(Location, quaternion);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Matrix2
|
|
|
|
/// <summary>
|
|
/// Sets a matrix2.
|
|
/// </summary>
|
|
/// <param name="matrix"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix2(Matrix2 matrix, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix2(Location, transpose, ref matrix);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a matrix2 array.
|
|
/// </summary>
|
|
/// <param name="count"></param>
|
|
/// <param name="value"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix2(int count, float[] value, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix2(Location, count, transpose, value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Matrix3
|
|
/// <summary>
|
|
/// Sets a matrix3.
|
|
/// </summary>
|
|
/// <param name="matrix"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix3(Matrix3 matrix, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix3(Location, transpose, ref matrix);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a matrix3 array.
|
|
/// </summary>
|
|
/// <param name="count"></param>
|
|
/// <param name="value"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix3(int count, float[] value, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix3(Location, count, transpose, value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Matrix4
|
|
|
|
/// <summary>
|
|
/// Sets a matrix4.
|
|
/// </summary>
|
|
/// <param name="matrix"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix4(Matrix4 matrix, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix4(Location, transpose, ref matrix);
|
|
}
|
|
/// <summary>
|
|
/// Sets a matrix4 by reference.
|
|
/// </summary>
|
|
/// <param name="matrix"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix4(ref Matrix4 matrix, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix4(Location, transpose, ref matrix);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets a matrix4 array.
|
|
/// </summary>
|
|
/// <param name="count"></param>
|
|
/// <param name="value"></param>
|
|
/// <param name="transpose">If true, the matrix will be transposed.</param>
|
|
public void SetMatrix4(int count, float[] value, bool transpose = false)
|
|
{
|
|
GL.UniformMatrix4(Location, count, transpose, value);
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Sets the color.
|
|
/// </summary>
|
|
/// <param name="color"></param>
|
|
public void SetColor(Color4 color)
|
|
{
|
|
GL.Uniform4(Location, color);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to sets the texture at the next possible position and tells the checkUniform, if worked or not.
|
|
/// </summary>
|
|
/// <param name="texture">The texture you want to add</param>
|
|
/// <param name="checkUniform">The check uniform.</param>
|
|
public void SetTexture(TextureBase texture, Uniform checkUniform)
|
|
{
|
|
checkUniform.SetBool(texture != null);
|
|
if (texture != null) SetTexture(texture);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Try to sets the texture at the specified position and tells the checkUniform, if worked or not.
|
|
/// </summary>
|
|
/// <param name="texture">The texture you want to add</param>
|
|
/// <param name="pos">The position</param>
|
|
/// <param name="checkUniform">The check uniform.</param>
|
|
public void SetTexture(TextureBase texture, int pos, Uniform checkUniform)
|
|
{
|
|
checkUniform.SetBool(texture != null);
|
|
if (texture != null) SetTexture(texture);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the texture to the next possible position.
|
|
/// </summary>
|
|
/// <param name="texture"></param>
|
|
public void SetTexture(TextureBase texture)
|
|
{
|
|
if (Parent != null) SetTexture(texture, Parent.NextTexture);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the texture to the specified position.
|
|
/// </summary>
|
|
/// <param name="texture"></param>
|
|
/// <param name="texturePos"></param>
|
|
public void SetTexture(TextureBase texture, int texturePos)
|
|
{
|
|
Parent.NextTexture = texturePos + 1;
|
|
GL.ActiveTexture(TextureUnit.Texture0 + texturePos);
|
|
GL.BindTexture(texture.Target, texture);
|
|
SetInt(texturePos);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the location from the uniform
|
|
/// </summary>
|
|
/// <param name="u"></param>
|
|
public static implicit operator int(Uniform u)
|
|
{
|
|
return u.Location;
|
|
}
|
|
}
|
|
} |