Holidays 12.10. -> 25.10.2020
~ 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.
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102 changed files with 2683 additions and 1398 deletions
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using SM.Base.Objects.Static;
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#region usings
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.Base.Text;
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using SM.OGL.Mesh;
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using SM.OGL.Shaders;
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using SM.Utility;
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#endregion
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namespace SM.Base
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{
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/// <summary>
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/// Contains different information about this renderer.
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/// Contains different information about this renderer.
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/// </summary>
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public class SMRenderer
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{
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/// <summary>
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/// The default mesh.
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/// Defines, how many instances the 'SM_base_vertex_basic'-extension can handle.
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/// </summary>
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public const int MaxInstances = 32;
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/// <summary>
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/// The default mesh.
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/// </summary>
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public static GenericMesh DefaultMesh = Plate.Object;
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/// <summary>
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/// The default font.
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/// The default font.
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/// </summary>
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public static Font DefaultFont;
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/// <summary>
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/// The default deltatime helper.
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/// The default deltatime helper.
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/// </summary>
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public static Deltatime DefaultDeltatime = new Deltatime();
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public static MaterialShader DefaultMaterialShader;
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/// <summary>
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/// Current Frame
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/// Shows more information onto the log system.
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/// </summary>
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public static bool AdvancedDebugging = false;
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/// <summary>
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/// Current Frame
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/// </summary>
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public static ulong CurrentFrame { get; internal set; } = 0;
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public static GenericWindow CurrentWindow;
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public static GenericScene CurrentScene;
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}
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}
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