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.
This commit is contained in:
Michel Fedde 2020-10-24 15:10:36 +02:00
parent 2c00dbd31a
commit 03b3942732
102 changed files with 2683 additions and 1398 deletions

View file

@ -1,53 +1,84 @@
using System;
#region usings
using System;
#endregion
namespace SM.Utility
{
/// <summary>
/// A global helper class for randomization.
/// A global helper class for randomization.
/// </summary>
public class Randomize
{
/// <summary>
/// The randomizer.
/// The randomizer.
/// </summary>
public static Random Randomizer = new Random();
/// <summary>
/// Sets the seed for the randomizer.
/// Sets the seed for the randomizer.
/// </summary>
/// <param name="seed">The specified seed.</param>
public static void SetSeed(int seed) { Randomizer = new Random(seed); }
public static void SetSeed(int seed)
{
Randomizer = new Random(seed);
}
/// <summary>
/// Generates a double and checks if its under the tolerance.
/// Generates a double and checks if its under the tolerance.
/// </summary>
public static bool GetBool(float tolerance) { return Randomizer.NextDouble() < tolerance; }
public static bool GetBool(float tolerance)
{
return Randomizer.NextDouble() < tolerance;
}
/// <summary>
/// Generates a integer.
/// Generates a integer.
/// </summary>
public static int GetInt() { return Randomizer.Next(); }
/// <summary>
/// Generates a integer with a maximum.
/// </summary>
public static int GetInt(int max) { return Randomizer.Next(max); }
/// <summary>
/// Generates a integer with a minimum and maximum
/// </summary>
public static int GetInt(int min, int max) { return Randomizer.Next(min, max); }
public static int GetInt()
{
return Randomizer.Next();
}
/// <summary>
/// Generates a float between 0 and 1.
/// Generates a integer with a maximum.
/// </summary>
public static float GetFloat() { return (float)Randomizer.NextDouble(); }
/// <summary>
/// Generates a float between 0 and the specified maximum.
/// </summary>
public static float GetFloat(float max) { return (float)Randomizer.NextDouble() * max; }
/// <summary>
/// Generates a float between the specified minimum and the specified maximum.
/// </summary>
public static float GetFloat(float min, float max) { return (float)Randomizer.NextDouble() * max + min; }
public static int GetInt(int max)
{
return Randomizer.Next(max);
}
/// <summary>
/// Generates a integer with a minimum and maximum
/// </summary>
public static int GetInt(int min, int max)
{
return Randomizer.Next(min, max);
}
/// <summary>
/// Generates a float between 0 and 1.
/// </summary>
public static float GetFloat()
{
return (float) Randomizer.NextDouble();
}
/// <summary>
/// Generates a float between 0 and the specified maximum.
/// </summary>
public static float GetFloat(float max)
{
return (float) Randomizer.NextDouble() * max;
}
/// <summary>
/// Generates a float between the specified minimum and the specified maximum.
/// </summary>
public static float GetFloat(float min, float max)
{
return (float) Randomizer.NextDouble() * max + min;
}
}
}