~ 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.
56 lines
No EOL
1.6 KiB
C#
56 lines
No EOL
1.6 KiB
C#
namespace SM.OGL
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{
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/// <summary>
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/// Helper struct to manage versions.
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/// </summary>
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public struct Version
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{
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/// <summary>
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/// The major version.
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/// </summary>
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public int MajorVersion;
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/// <summary>
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/// The minor version.
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/// </summary>
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public int MinorVersion;
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/// <summary>
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/// Creates the struct with specific major and minor versions.
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/// </summary>
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/// <param name="majorVersion"></param>
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/// <param name="minorVersion"></param>
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public Version(int majorVersion, int minorVersion)
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{
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MinorVersion = minorVersion;
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MajorVersion = majorVersion;
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}
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/// <summary>
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/// Creates the struct by reading it out of a string.
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/// </summary>
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/// <param name="version"></param>
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public Version(string version)
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{
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var splits = version.Trim().Split(new[] {'.'}, 2);
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MajorVersion = int.Parse(splits[0]);
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MinorVersion = int.Parse(splits[1]);
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}
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/// <inheritdoc />
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public override string ToString()
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{
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return $"{MajorVersion}.{MinorVersion}";
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}
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/// <summary>
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/// Create a version struct, with a OpenGL Version string.
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/// </summary>
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/// <param name="version"></param>
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/// <returns></returns>
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public static Version CreateGLVersion(string version)
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{
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return new Version(version.Substring(0, 3));
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}
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}
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} |