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

@ -1,39 +1,36 @@
using System;
using System.Runtime.CompilerServices;
#region usings
using System;
using OpenTK;
#endregion
namespace SM.OGL.Mesh
{
/// <summary>
/// Contains information about bounding boxes of meshes
/// Contains information about bounding boxes of meshes
/// </summary>
public class BoundingBox
{
/// <summary>
/// The minimum corner.
/// </summary>
public Vector3 Min = Vector3.Zero;
/// <summary>
/// The maximum corner.
/// The maximum corner.
/// </summary>
public Vector3 Max = Vector3.Zero;
/// <summary>
/// Returns specific configurations of corners
/// The minimum corner.
/// </summary>
/// <param name="x">If true, it takes the X-value of maximum, otherwise the minimum.</param>
/// <param name="y">If true, it takes the Y-value of maximum, otherwise the minimum.</param>
/// <param name="z">If true, it takes the Z-value of maximum, otherwise the minimum.</param>
/// <returns></returns>
public Vector3 this[bool x, bool y, bool z] => new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
public Vector3 Min = Vector3.Zero;
/// <summary>
/// Empty constructor
/// Empty constructor
/// </summary>
public BoundingBox() {}
public BoundingBox()
{
}
/// <summary>
/// Creates the bounding box with predefined min and max values
/// Creates the bounding box with predefined min and max values
/// </summary>
/// <param name="min"></param>
/// <param name="max"></param>
@ -44,12 +41,22 @@ namespace SM.OGL.Mesh
}
/// <summary>
/// Updates the bounding box.
/// Returns specific configurations of corners
/// </summary>
/// <param name="x">If true, it takes the X-value of maximum, otherwise the minimum.</param>
/// <param name="y">If true, it takes the Y-value of maximum, otherwise the minimum.</param>
/// <param name="z">If true, it takes the Z-value of maximum, otherwise the minimum.</param>
/// <returns></returns>
public Vector3 this[bool x, bool y, bool z] =>
new Vector3(x ? Max.X : Min.X, y ? Max.Y : Min.Y, z ? Max.Z : Min.Z);
/// <summary>
/// Updates the bounding box.
/// </summary>
/// <param name="vector"></param>
public void Update(Vector2 vector)
{
for (int i = 0; i < 2; i++)
for (var i = 0; i < 2; i++)
{
Min[i] = Math.Min(Min[i], vector[i]);
Max[i] = Math.Max(Max[i], vector[i]);
@ -57,12 +64,12 @@ namespace SM.OGL.Mesh
}
/// <summary>
/// Updates the bounding box.
/// Updates the bounding box.
/// </summary>
/// <param name="vector"></param>
public void Update(Vector3 vector)
{
for (int i = 0; i < 3; i++)
for (var i = 0; i < 3; i++)
{
Min[i] = Math.Min(Min[i], vector[i]);
Max[i] = Math.Max(Min[i], vector[i]);