~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
109 lines
No EOL
3.4 KiB
C#
109 lines
No EOL
3.4 KiB
C#
#region usings
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using System;
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using System.Collections.Generic;
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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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public class UniformCollection : Dictionary<string, IUniform>
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{
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internal int NextTexture = 0;
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internal string KeyString = "";
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public GenericShader ParentShader { get; internal set; }
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public new Uniform this[string key] => Get(key);
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public Uniform Get(string key)
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{
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try
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{
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return (Uniform) base[key];
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}
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catch (KeyNotFoundException)
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{
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GLCustomActions.AtWarning?.Invoke("Uniform '" + KeyString + key + "' was not found. Tried to recreate it.");
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var u = new Uniform(GL.GetUniformLocation(ParentShader, KeyString + key), this);
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Add(key, u);
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return u;
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}
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}
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public UniformArray GetArray(string key)
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{
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try
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{
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return (UniformArray) base[key];
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}
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catch (KeyNotFoundException)
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{
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throw new Exception("UniformArray '"+key+"' wasn't found");
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}
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}
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public void Add(string key, int location)
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{
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base.Add(key, new Uniform(location, this));
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}
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internal void Set(string key, IUniform value)
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{
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base[key] = value;
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}
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internal void Import(GenericShader shader)
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{
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GL.GetProgram(shader, GetProgramParameterName.ActiveUniforms, out var uniformCount);
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if (uniformCount < 1)
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GLCustomActions.AtError("No uniforms has been found.");
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var lastArrayKey = "";
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var array = new UniformArray();
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var arrayFilled = false;
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if (GLSettings.InfoEveryUniform) GLCustomActions.AtInfo?.Invoke("Uniforms for: " + shader.GetType());
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for (var i = 0; i < uniformCount; i++)
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{
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var key = GL.GetActiveUniform(shader, i, out _, out _);
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var loc = GL.GetUniformLocation(shader, key);
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if (GLSettings.InfoEveryUniform) GLCustomActions.AtInfo?.Invoke($"{key} - {loc}");
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if (key.Contains("["))
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{
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var keySplits = key.Split('[', ']');
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if (keySplits[0] != lastArrayKey)
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{
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if (arrayFilled) Add(lastArrayKey, array);
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array = new UniformArray
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{
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Location = loc,
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Name = keySplits[0],
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Parent = ParentShader,
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Struct = keySplits.Length > 2
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};
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arrayFilled = true;
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lastArrayKey = keySplits[0];
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}
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var curIndex = int.Parse(keySplits[1]);
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if (array.Size < curIndex) array.Size = curIndex;
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if (array.Struct)
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if (!array.Offsets.ContainsKey(keySplits[2].Trim('.')))
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array.Offsets.Add(keySplits[2].Trim('.'), loc - array.Location);
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}
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else
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{
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Add(key, loc);
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}
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}
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if (arrayFilled) Add(lastArrayKey, array);
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}
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}
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} |