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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@ -1,19 +1,22 @@
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using System;
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#region usings
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using System.Collections.Generic;
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using OpenTK;
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using System.Dynamic;
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using SM.Base.Contexts;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A generic scene, that imports functions for scene control.
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/// A generic scene, that imports functions for scene control.
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/// </summary>
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public abstract class GenericScene
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{
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private IBackgroundItem _background;
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/// <summary>
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/// This contains the background.
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/// This contains the background.
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/// </summary>
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protected IBackgroundItem _Background
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{
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@ -24,41 +27,53 @@ namespace SM.Base.Scene
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_background = value;
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}
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}
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public bool IsInitialized { get; private set; }
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/// <summary>
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/// Updates this scene.
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/// Updates this scene.
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/// </summary>
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/// <param name="context"></param>
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public virtual void Update(UpdateContext context)
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{
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}
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/// <summary>
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/// Draws this scene.
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/// Draws this scene.
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/// </summary>
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public virtual void Draw(DrawContext context)
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{
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// Called, when the user activates the scene.
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/// </summary>
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internal void Activate()
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{
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if (!IsInitialized)
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{
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OnInitialization();
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IsInitialized = true;
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}
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OnActivating();
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// Called, when the user activates the scene for the first time.
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/// </summary>
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protected virtual void OnInitialization()
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{ }
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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protected virtual void OnActivating()
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{ }
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{
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}
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}
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/// <summary>
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/// A generic scene that imports different functions.
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/// A generic scene that imports different functions.
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/// </summary>
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/// <typeparam name="TCamera">The type of cameras.</typeparam>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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@ -68,25 +83,32 @@ namespace SM.Base.Scene
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where TCollection : GenericItemCollection<TItem>, new()
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where TItem : IShowItem
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{
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private TCollection _objectCollection = new TCollection();
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private TCollection _hud = new TCollection();
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private TCollection _objectCollection = new TCollection();
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
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/// <summary>
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/// The active camera, that is used if the context doesn't force the viewport camera.
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/// <para>If none set, it automaticly uses the viewport camera.</para>
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/// </summary>
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public TCamera Camera { get; set; }
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/// <summary>
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/// A camera to control the background.
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/// A camera to control the background.
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/// </summary>
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public TCamera BackgroundCamera { get; set; } = new TCamera();
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/// <summary>
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/// A camera to control the HUD.
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/// A camera to control the HUD.
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/// </summary>
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public TCamera HUDCamera { get; set; } = new TCamera();
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/// <summary>
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/// Objects inside the scene.
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/// Objects inside the scene.
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/// </summary>
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public TCollection Objects
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{
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@ -99,7 +121,7 @@ namespace SM.Base.Scene
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}
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/// <summary>
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/// This defines the HUD objects.
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/// This defines the HUD objects.
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/// </summary>
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public TCollection HUD
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{
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@ -110,10 +132,6 @@ namespace SM.Base.Scene
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_hud = value;
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}
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}
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/// <summary>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
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/// <inheritdoc />
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@ -127,14 +145,28 @@ namespace SM.Base.Scene
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/// <inheritdoc />
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public override void Draw(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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DrawBackground(context);
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DrawContext backgroundDrawContext = context;
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DrawMainObjects(context);
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DrawHUD(context);
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}
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public void DrawBackground(DrawContext context)
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{
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var backgroundDrawContext = context;
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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_Background?.Draw(backgroundDrawContext);
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}
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public void DrawMainObjects(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.CalculateViewMatrix();
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_objectCollection.Draw(context);
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}
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public void DrawHUD(DrawContext context)
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{
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context.View = HUDCamera.CalculateViewMatrix();
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_hud.Draw(context);
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}
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