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:
parent
2c00dbd31a
commit
03b3942732
102 changed files with 2683 additions and 1398 deletions
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@ -1,21 +1,28 @@
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using OpenTK;
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#region usings
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using OpenTK;
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using OpenTK.Input;
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using SM.Base;
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using SM.Base.Controls;
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using SM2D.Scene;
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#endregion
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namespace SM2D.Controls
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{
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public class Mouse2D : Mouse<GLWindow2D>
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{
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protected internal Mouse2D(GLWindow2D window) : base(window)
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{ }
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{
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}
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internal new void MouseMoveEvent(MouseMoveEventArgs mmea) => base.MouseMoveEvent(mmea);
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internal new void MouseMoveEvent(MouseMoveEventArgs mmea)
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{
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base.MouseMoveEvent(mmea);
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}
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public Vector2 InWorld()
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{
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Vector2 res = _window.WorldScale;
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var res = _window.WorldScale;
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return InScreenNormalized * res - res / 2;
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}
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@ -1,15 +1,16 @@
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using System.Collections.Generic;
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#region usings
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using System.Collections.Generic;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base;
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using SM.Base.Contexts;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.Base.Textures;
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using SM.OGL.Texture;
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using SM2D.Shader;
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using SM2D.Types;
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#endregion
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namespace SM2D.Drawing
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{
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@ -17,6 +18,22 @@ namespace SM2D.Drawing
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{
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private Material _material = new Material();
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public DrawBackground(Color4 color)
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{
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Color = color;
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}
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public DrawBackground(Bitmap texture)
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{
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Texture = (Texture) texture;
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}
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public DrawBackground(Bitmap texture, Color4 tint)
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{
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Color = tint;
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Texture = (Texture) texture;
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}
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public Color4 Color
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{
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get => _material.Tint;
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@ -28,28 +45,14 @@ namespace SM2D.Drawing
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get => _material.Texture;
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set => _material.Texture = value;
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}
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public DrawBackground(Color4 color)
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{
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Color = color;
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}
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public DrawBackground(Bitmap texture)
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{
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Texture = (Texture)texture;
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}
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public DrawBackground(Bitmap texture, Color4 tint)
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{
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Color = tint;
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Texture = (Texture) texture;
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}
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public object Parent { get; set; }
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public string Name { get; set; } = "Background";
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public ICollection<string> Flags { get; set; } = new string[0];
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public void Update(UpdateContext context)
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{ }
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{
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}
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public void Draw(DrawContext context)
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{
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19
SMCode/SM2D/Drawing/DrawBackgroundShader.cs
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19
SMCode/SM2D/Drawing/DrawBackgroundShader.cs
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@ -0,0 +1,19 @@
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM2D.Scene;
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namespace SM2D.Drawing
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{
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public class DrawBackgroundShader : DrawShader, IBackgroundItem
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{
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public DrawBackgroundShader(MaterialShader shader) : base(shader)
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{ }
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protected override void DrawContext(ref DrawContext context)
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{
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Transform.Size.Set(context.WorldScale);
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base.DrawContext(ref context);
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}
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}
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}
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@ -1,14 +1,26 @@
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using OpenTK.Graphics;
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using SM.Base;
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#region usings
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM2D.Scene;
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using SM2D.Types;
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#endregion
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namespace SM2D.Drawing
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{
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public class DrawColor : DrawingBasis<Transformation>, I2DShowItem
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{
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public DrawColor()
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{
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}
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public DrawColor(Color4 color)
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{
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_material.Tint = color;
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}
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public Color4 Color
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{
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get => _material.Tint;
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@ -17,13 +29,6 @@ namespace SM2D.Drawing
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public int ZIndex { get; set; }
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public DrawColor() {}
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public DrawColor(Color4 color)
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{
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_material.Tint = color;
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}
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protected override void DrawContext(ref DrawContext context)
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{
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context.Instances[0].ModelMatrix = Transform.GetMatrix();
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@ -1,15 +1,17 @@
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using SM.Base.Contexts;
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#region usings
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.OGL.Mesh;
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using SM2D.Scene;
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using SM2D.Types;
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#endregion
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namespace SM2D.Drawing
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{
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public class DrawComplex: DrawingBasis<Transformation>, I2DShowItem
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public class DrawComplex : DrawingBasis<Transformation>, I2DShowItem
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{
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public int ZIndex { get; set; }
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public Material Material
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{
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get => _material;
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@ -22,6 +24,8 @@ namespace SM2D.Drawing
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set => _mesh = value;
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}
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public int ZIndex { get; set; }
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protected override void DrawContext(ref DrawContext context)
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{
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context.Instances[0].ModelMatrix = Transform.GetMatrix();
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@ -1,38 +1,46 @@
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using System.Drawing;
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#region usings
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using System.Drawing;
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using OpenTK.Graphics;
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using SM.Base.Textures;
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using SM.OGL.Texture;
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using SM2D.Object;
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#endregion
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namespace SM2D.Drawing
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{
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public class DrawPolygon : DrawColor
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{
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public Polygon Polygon
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public DrawPolygon(Polygon polygon) : this(polygon, Color4.White)
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{
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get => (Polygon)_mesh;
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set => _mesh = value;
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}
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public Texture Texture
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public DrawPolygon(Polygon polygon, Bitmap map) : this(polygon, map, Color4.White)
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{
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get => (Texture)_material.Texture;
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set => _material.Texture = value;
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}
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public DrawPolygon(Polygon polygon) {}
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public DrawPolygon(Polygon polygon, Bitmap map) : this(polygon, map, Color4.White) {}
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public DrawPolygon(Polygon polygon, Color4 color) : base(color)
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{
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_mesh = polygon;
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}
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public DrawPolygon(Polygon polygon, Bitmap map, Color4 tint) : base(tint)
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{
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_mesh = polygon;
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_material.Texture = new Texture(map);
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}
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public Polygon Polygon
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{
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get => (Polygon) _mesh;
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set => _mesh = value;
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}
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public Texture Texture
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{
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get => (Texture) _material.Texture;
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set => _material.Texture = value;
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}
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}
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}
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24
SMCode/SM2D/Drawing/DrawShader.cs
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24
SMCode/SM2D/Drawing/DrawShader.cs
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM2D.Scene;
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using SM2D.Types;
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namespace SM2D.Drawing
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{
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public class DrawShader : DrawingBasis<Transformation>, I2DShowItem
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{
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public int ZIndex { get; set; }
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public DrawShader(MaterialShader shader)
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{
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_material.CustomShader = shader;
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}
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protected override void DrawContext(ref DrawContext context)
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{
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context.Instances[0].ModelMatrix = Transform.GetMatrix();
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_material.CustomShader.Draw(context);
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}
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}
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}
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@ -1,10 +1,13 @@
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using SM.Base;
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#region usings
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using SM.Base.Contexts;
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using SM.Base.Text;
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using SM.Base.Types;
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using SM2D.Scene;
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using SM2D.Types;
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#endregion
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namespace SM2D.Drawing
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{
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public class DrawText : TextDrawingBasis<Transformation>, I2DShowItem
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Transform.Size = new CVector2(1);
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}
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public int ZIndex { get; set; }
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protected override void DrawContext(ref DrawContext context)
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{
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base.DrawContext(ref context);
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context.Shader.Draw(context);
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}
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public int ZIndex { get; set; }
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}
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}
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@ -1,36 +1,37 @@
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using System.Drawing;
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using OpenTK;
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#region usings
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using System.Drawing;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.Base.Textures;
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using SM.Base.Types;
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using SM2D.Scene;
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using SM2D.Types;
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#endregion
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namespace SM2D.Drawing
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{
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public class DrawTexture : DrawColor
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{
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public static float MasterScale = .25f;
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public bool ManualSize = false;
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public float Scale = 1;
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public bool ManualSize = false;
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public Texture Texture
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public DrawTexture()
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{
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get => (Texture) _material.Texture;
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set => _material.Texture = value;
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}
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public DrawTexture() {}
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protected DrawTexture(Color4 color) : base(color) { }
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protected DrawTexture(Color4 color) : base(color)
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{
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}
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public DrawTexture(Bitmap map) : this(map, Color4.White)
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{ }
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{
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}
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public DrawTexture(Bitmap map, Color4 color) : this((Texture)map, color)
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{ }
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public DrawTexture(Bitmap map, Color4 color) : this((Texture) map, color)
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{
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}
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public DrawTexture(Texture texture, Color4 color)
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{
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_material.Tint = color;
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}
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public Texture Texture
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{
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get => (Texture) _material.Texture;
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set => _material.Texture = value;
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}
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protected override void DrawContext(ref DrawContext context)
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{
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if (!ManualSize) Transform.Size = new CVector2(Texture.Map.Width * MasterScale * Scale, Texture.Map.Height * MasterScale * Scale);
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if (!ManualSize)
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Transform.Size = new CVector2(Texture.Map.Width * MasterScale * Scale,
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Texture.Map.Height * MasterScale * Scale);
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base.DrawContext(ref context);
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}
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}
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using System;
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#region usings
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using System;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Input;
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using SM.Base;
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using SM.Base.Controls;
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using SM2D.Controls;
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using SM2D.Pipelines;
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using SM2D.Scene;
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using SM2D.Shader;
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using Vector2 = OpenTK.Vector2;
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#endregion
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namespace SM2D
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{
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public class GLWindow2D : GenericWindow<Scene.Scene, Camera>
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{
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public Vector2? Scaling { get; set; }
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public Vector2 WorldScale => _worldScale;
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public Mouse2D Mouse { get; }
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public GLWindow2D()
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{
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Mouse = new Mouse2D(this);
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}
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public Vector2? Scaling { get; set; }
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public Vector2 WorldScale => _worldScale;
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public Mouse2D Mouse { get; }
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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protected override void OnLoaded()
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{
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base.OnLoaded();
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SMRenderer.DefaultMaterialShader = Default2DShader.MaterialShader;
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SetRenderPipeline(new Basic2DPipeline());
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}
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using System;
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using System.Collections;
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#region usings
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics;
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@ -7,46 +8,40 @@ using OpenTK.Graphics.OpenGL4;
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using SM.Base.Objects;
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using SM.OGL.Mesh;
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#endregion
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namespace SM2D.Object
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{
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public class Polygon : Mesh
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{
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public override VBO Vertex { get; } = new VBO();
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public override VBO UVs { get; } = new VBO(pointerSize:2);
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public override VBO Color { get; } = new VBO(pointerSize: 4);
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public override PrimitiveType PrimitiveType { get; } = PrimitiveType.TriangleFan;
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public Polygon(ICollection<Vector2> vertices)
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{
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foreach (Vector2 vertex in vertices)
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foreach (var vertex in vertices)
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{
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Color.Add(Color4.White);
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AddVertex(vertex);
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}
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foreach (Vector2 vertex in vertices)
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{
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AddUV(vertex);
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}
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foreach (var vertex in vertices) AddUV(vertex);
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}
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public Polygon(ICollection<PolygonVertex> vertices)
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{
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foreach (PolygonVertex polygonVertex in vertices)
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foreach (var polygonVertex in vertices)
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{
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Color.Add(polygonVertex.Color);
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AddVertex(polygonVertex.Vertex);
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}
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foreach (PolygonVertex vertex in vertices)
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{
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AddUV(vertex.Vertex);
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}
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foreach (var vertex in vertices) AddUV(vertex.Vertex);
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}
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public override VBO Vertex { get; } = new VBO();
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public override VBO UVs { get; } = new VBO(pointerSize: 2);
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public override VBO Color { get; } = new VBO(pointerSize: 4);
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public override PrimitiveType PrimitiveType { get; } = PrimitiveType.TriangleFan;
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private void AddVertex(Vector2 vertex)
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{
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BoundingBox.Update(vertex);
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@ -55,18 +50,19 @@ namespace SM2D.Object
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private void AddUV(Vector2 vertex)
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{
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Vector2 uv = Vector2.Divide(vertex, BoundingBox.Max.Xy) + BoundingBox.Min.Xy;
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var uv = Vector2.Divide(vertex, BoundingBox.Max.Xy) + BoundingBox.Min.Xy;
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UVs.Add(uv);
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}
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public static Polygon GenerateCircle(int secments = 32)
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{
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List<Vector2> vertices = new List<Vector2>() {Vector2.Zero};
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var vertices = new List<Vector2> {Vector2.Zero};
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float step = 360f / secments;
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for (int i = 0; i < secments + 1; i++)
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var step = 360f / secments;
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for (var i = 0; i < secments + 1; i++)
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{
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Vector2 vertex = new Vector2( 0.5f * (float)Math.Cos(step * i * Math.PI / 180f), 0.5f * (float)Math.Sin(step * i * Math.PI / 180f));
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var vertex = new Vector2(0.5f * (float) Math.Cos(step * i * Math.PI / 180f),
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0.5f * (float) Math.Sin(step * i * Math.PI / 180f));
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vertices.Add(vertex);
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}
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||||
|
|
|
|||
|
|
@ -1,6 +1,10 @@
|
|||
using OpenTK;
|
||||
#region usings
|
||||
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Object
|
||||
{
|
||||
public struct PolygonVertex
|
||||
|
|
|
|||
|
|
@ -2,6 +2,5 @@
|
|||
{
|
||||
public class Adv2DPipeline
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -1,15 +1,18 @@
|
|||
using OpenTK.Graphics.OpenGL4;
|
||||
#region usings
|
||||
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using SM.Base;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.Scene;
|
||||
using SM.OGL.Framebuffer;
|
||||
using SM2D.Shader;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Pipelines
|
||||
{
|
||||
public class Basic2DPipeline : RenderPipeline<Scene.Scene>
|
||||
{
|
||||
protected override IShader _defaultShader { get; } = Default2DShader.Shader;
|
||||
|
||||
protected override void Render(ref DrawContext context, Scene.Scene scene)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,16 +1,19 @@
|
|||
using System.Reflection;
|
||||
using System.Runtime.CompilerServices;
|
||||
#region usings
|
||||
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
#endregion
|
||||
|
||||
// General Information about an assembly is controlled through the following
|
||||
// set of attributes. Change these attribute values to modify the information
|
||||
// associated with an assembly.
|
||||
[assembly: AssemblyTitle("SM2D")]
|
||||
[assembly: AssemblyDescription("")]
|
||||
[assembly: AssemblyTitle("SMRenderer for 2D-projects")]
|
||||
[assembly: AssemblyDescription("Scene and Render system for 2D-projects")]
|
||||
[assembly: AssemblyConfiguration("")]
|
||||
[assembly: AssemblyCompany("Microsoft")]
|
||||
[assembly: AssemblyCompany("iedSoftworks")]
|
||||
[assembly: AssemblyProduct("SM2D")]
|
||||
[assembly: AssemblyCopyright("Copyright © Microsoft 2020")]
|
||||
[assembly: AssemblyCopyright("Copyright © iedSoftworks 2020")]
|
||||
[assembly: AssemblyTrademark("")]
|
||||
[assembly: AssemblyCulture("")]
|
||||
|
||||
|
|
@ -33,4 +36,4 @@ using System.Runtime.InteropServices;
|
|||
// by using the '*' as shown below:
|
||||
// [assembly: AssemblyVersion("1.0.*")]
|
||||
[assembly: AssemblyVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0.0")]
|
||||
|
|
@ -31,25 +31,21 @@
|
|||
<WarningLevel>4</WarningLevel>
|
||||
</PropertyGroup>
|
||||
<ItemGroup>
|
||||
<Reference Include="OpenTK, Version=3.2.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\packages\OpenTK.3.2\lib\net20\OpenTK.dll</HintPath>
|
||||
<Reference Include="OpenTK, Version=3.2.1.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
|
||||
<HintPath>..\..\packages\OpenTK.3.2.1\lib\net20\OpenTK.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="System" />
|
||||
<Reference Include="System.Core" />
|
||||
<Reference Include="System.Drawing" />
|
||||
<Reference Include="System.Xml.Linq" />
|
||||
<Reference Include="System.Data.DataSetExtensions" />
|
||||
<Reference Include="Microsoft.CSharp" />
|
||||
<Reference Include="System.Data" />
|
||||
<Reference Include="System.Net.Http" />
|
||||
<Reference Include="System.Xml" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="Controls\Mouse2D.cs" />
|
||||
<Compile Include="Drawing\DrawBackground.cs" />
|
||||
<Compile Include="Drawing\DrawBackgroundShader.cs" />
|
||||
<Compile Include="Drawing\DrawColor.cs" />
|
||||
<Compile Include="Drawing\DrawComplex.cs" />
|
||||
<Compile Include="Drawing\DrawPolygon.cs" />
|
||||
<Compile Include="Drawing\DrawShader.cs" />
|
||||
<Compile Include="Drawing\DrawText.cs" />
|
||||
<Compile Include="Drawing\DrawTexture.cs" />
|
||||
<Compile Include="GLWindow2D.cs" />
|
||||
|
|
@ -76,11 +72,12 @@
|
|||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="OpenTK.dll.config" />
|
||||
<None Include="packages.config" />
|
||||
<EmbeddedResource Include="Shader\ShaderFiles\default.frag" />
|
||||
<EmbeddedResource Include="Shader\ShaderFiles\default.vert" />
|
||||
</ItemGroup>
|
||||
<ItemGroup />
|
||||
<ItemGroup>
|
||||
<None Include="OpenTK.dll.config" />
|
||||
<None Include="packages.config" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
</Project>
|
||||
|
|
@ -1,23 +1,27 @@
|
|||
using OpenTK;
|
||||
#region usings
|
||||
|
||||
using OpenTK;
|
||||
using SM.Base.Scene;
|
||||
using SM.Base.Types;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Scene
|
||||
{
|
||||
public class Camera : GenericCamera
|
||||
{
|
||||
public override bool Orthographic { get; } = true;
|
||||
|
||||
public CVector2 Position = new CVector2(0);
|
||||
public override bool Orthographic { get; } = true;
|
||||
|
||||
protected override Matrix4 ViewCalculation()
|
||||
{
|
||||
return Matrix4.LookAt(Position.X, Position.Y, 2, Position.X, Position.Y, 0, 0, 1, 0);
|
||||
}
|
||||
|
||||
public override void RecalculateWorld(OpenTK.Vector2 world, float aspect)
|
||||
public override void RecalculateWorld(Vector2 world, float aspect)
|
||||
{
|
||||
OrthographicWorld = Matrix4.CreateOrthographicOffCenter(-world.X / 2, world.X / 2, world.Y / 2, -world.Y / 2, 0.1f, 4f);
|
||||
OrthographicWorld =
|
||||
Matrix4.CreateOrthographicOffCenter(-world.X / 2, world.X / 2, world.Y / 2, -world.Y / 2, 0.1f, 4f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,10 +1,13 @@
|
|||
using SM.Base.Scene;
|
||||
#region usings
|
||||
|
||||
using SM.Base.Scene;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Scene
|
||||
{
|
||||
public interface I2DShowItem : IShowItem
|
||||
{
|
||||
int ZIndex { get; set; }
|
||||
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,12 @@
|
|||
using SM.Base.Contexts;
|
||||
#region usings
|
||||
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.Scene;
|
||||
using SM.Base.Types;
|
||||
using SM2D.Types;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Scene
|
||||
{
|
||||
public class ItemCollection : GenericItemCollection<I2DShowItem, Transformation>, I2DShowItem
|
||||
|
|
|
|||
|
|
@ -1,17 +1,20 @@
|
|||
using OpenTK.Graphics;
|
||||
using SM.Base.Contexts;
|
||||
#region usings
|
||||
|
||||
using OpenTK.Graphics;
|
||||
using SM.Base.Scene;
|
||||
using SM2D.Drawing;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Scene
|
||||
{
|
||||
public class Scene : GenericScene<Camera, ItemCollection, I2DShowItem>
|
||||
{
|
||||
public DrawBackground Background => (DrawBackground)_Background;
|
||||
|
||||
public Scene()
|
||||
{
|
||||
_Background = new DrawBackground(Color4.Black);
|
||||
}
|
||||
|
||||
public DrawBackground Background => (DrawBackground) _Background;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,14 +1,18 @@
|
|||
using OpenTK.Graphics.OpenGL4;
|
||||
#region usings
|
||||
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.Scene;
|
||||
using SM.OGL.Shaders;
|
||||
using SM.Utility;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Shader
|
||||
{
|
||||
public class Default2DShader : GenericShader, IShader
|
||||
public class Default2DShader : MaterialShader
|
||||
{
|
||||
public static Default2DShader Shader = new Default2DShader();
|
||||
public static Default2DShader MaterialShader = new Default2DShader();
|
||||
|
||||
//protected override bool AutoCompile { get; } = true;
|
||||
|
||||
|
|
@ -18,32 +22,31 @@ namespace SM2D.Shader
|
|||
{
|
||||
Load();
|
||||
}
|
||||
public void Draw(DrawContext context)
|
||||
|
||||
protected override void DrawProcess(DrawContext context)
|
||||
{
|
||||
GL.UseProgram(this);
|
||||
|
||||
GL.BindVertexArray(context.Mesh);
|
||||
|
||||
// Vertex Uniforms
|
||||
Uniforms["MVP"].SetMatrix4(context.ModelMaster * context.View * context.World);
|
||||
Uniforms["HasVColor"].SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
|
||||
Uniforms["HasVColor"]
|
||||
.SetUniform1(context.Mesh.AttribDataIndex.ContainsKey(3) && context.Mesh.AttribDataIndex[3] != null);
|
||||
|
||||
for (int i = 0; i < context.Instances.Length; i++)
|
||||
Uniforms.GetArray("Instances").Set((i, uniforms) =>
|
||||
{
|
||||
GL.UniformMatrix4(Uniforms["ModelMatrix"] + i, false, ref context.Instances[i].ModelMatrix);
|
||||
GL.Uniform2(Uniforms["TextureOffset"] + i, context.Instances[i].TexturePosition);
|
||||
GL.Uniform2(Uniforms["TextureScale"] + i, context.Instances[i].TextureScale);
|
||||
}
|
||||
if (i >= context.Instances.Length) return false;
|
||||
|
||||
var instance = context.Instances[i];
|
||||
uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
|
||||
uniforms["TextureOffset"].SetUniform2(instance.TexturePosition);
|
||||
uniforms["TextureScale"].SetUniform2(instance.TextureScale);
|
||||
|
||||
return true;
|
||||
});
|
||||
|
||||
// Fragment Uniforms
|
||||
Uniforms["Tint"].SetUniform4(context.Material.Tint);
|
||||
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
|
||||
|
||||
DrawObject(context.Mesh, context.Instances.Length);
|
||||
|
||||
CleanUp();
|
||||
|
||||
GL.UseProgram(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,23 +1,12 @@
|
|||
#version 330
|
||||
#define maxInstances 32
|
||||
layout(location = 0) in vec3 aPos;
|
||||
layout(location = 1) in vec2 aTex;
|
||||
layout(location = 3) in vec4 aColor;
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform bool HasVColor;
|
||||
uniform mat4 ModelMatrix[maxInstances];
|
||||
uniform vec2 TextureOffset[maxInstances];
|
||||
uniform vec2 TextureScale[maxInstances];
|
||||
|
||||
out vec2 vTexture;
|
||||
out vec4 vColor;
|
||||
//# import SM_base_vertex_basic
|
||||
void ApplyTexModifier();
|
||||
void CheckVertexColor();
|
||||
void ApplyModelTransformation();
|
||||
|
||||
void main() {
|
||||
vTexture = aTex * TextureScale[gl_InstanceID] + TextureOffset[gl_InstanceID];
|
||||
|
||||
if (HasVColor) vColor = aColor;
|
||||
else vColor = vec4(1);
|
||||
|
||||
gl_Position = MVP * ModelMatrix[gl_InstanceID] * vec4(aPos, 1);
|
||||
ApplyTexModifier();
|
||||
CheckVertexColor();
|
||||
ApplyModelTransformation();
|
||||
}
|
||||
|
|
@ -1,52 +1,39 @@
|
|||
using System;
|
||||
using System.Configuration.Assemblies;
|
||||
#region usings
|
||||
|
||||
using OpenTK;
|
||||
using SM.Base.Scene;
|
||||
using SM.Base.Types;
|
||||
using SM.Utility;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D.Types
|
||||
{
|
||||
public class Transformation : GenericTransformation
|
||||
{
|
||||
private float _eulerRotation = 0;
|
||||
private CVector2 _position = new CVector2(0);
|
||||
private CVector2 _scale = new CVector2(50);
|
||||
public CVector2 Position { get; set; } = new CVector2(0);
|
||||
|
||||
public CVector2 Position
|
||||
{
|
||||
get => _position;
|
||||
set => _position = value;
|
||||
}
|
||||
public CVector2 Size { get; set; } = new CVector2(50);
|
||||
|
||||
public CVector2 Size
|
||||
{
|
||||
get => _scale;
|
||||
set => _scale = value;
|
||||
}
|
||||
public float Rotation
|
||||
{
|
||||
get => _eulerRotation;
|
||||
set => _eulerRotation = value;
|
||||
}
|
||||
public float Rotation { get; set; }
|
||||
|
||||
protected override Matrix4 RequestMatrix()
|
||||
{
|
||||
return Matrix4.CreateScale(_scale.X, _scale.Y, 1) *
|
||||
Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(_eulerRotation)) *
|
||||
Matrix4.CreateTranslation(_position.X, _position.Y, 0);
|
||||
return Matrix4.CreateScale(Size.X, Size.Y, 1) *
|
||||
Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(Rotation)) *
|
||||
Matrix4.CreateTranslation(Position.X, Position.Y, 0);
|
||||
}
|
||||
|
||||
public void TurnTo(Vector2 v)
|
||||
{
|
||||
_eulerRotation = RotationUtility.TurnTowards(Position, v);
|
||||
Rotation = RotationUtility.TurnTowards(Position, v);
|
||||
}
|
||||
|
||||
public Vector2 LookAtVector()
|
||||
{
|
||||
if (_modelMatrix.Determinant < 0.0001) return new Vector2(0);
|
||||
|
||||
Vector3 vec = Vector3.TransformNormal(Vector3.UnitX, _modelMatrix);
|
||||
var vec = Vector3.TransformNormal(Vector3.UnitX, _modelMatrix);
|
||||
vec.Normalize();
|
||||
return vec.Xy;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<packages>
|
||||
<package id="OpenTK" version="3.2" targetFramework="net452" />
|
||||
<package id="OpenTK" version="3.2.1" targetFramework="net452" />
|
||||
</packages>
|
||||
Loading…
Add table
Add a link
Reference in a new issue