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

@ -1,15 +1,16 @@
using System.Collections.Generic;
#region usings
using System.Collections.Generic;
using System.Drawing;
using OpenTK;
using OpenTK.Graphics;
using SM.Base;
using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.Base.Textures;
using SM.OGL.Texture;
using SM2D.Shader;
using SM2D.Types;
#endregion
namespace SM2D.Drawing
{
@ -17,6 +18,22 @@ namespace SM2D.Drawing
{
private Material _material = new Material();
public DrawBackground(Color4 color)
{
Color = color;
}
public DrawBackground(Bitmap texture)
{
Texture = (Texture) texture;
}
public DrawBackground(Bitmap texture, Color4 tint)
{
Color = tint;
Texture = (Texture) texture;
}
public Color4 Color
{
get => _material.Tint;
@ -28,28 +45,14 @@ namespace SM2D.Drawing
get => _material.Texture;
set => _material.Texture = value;
}
public DrawBackground(Color4 color)
{
Color = color;
}
public DrawBackground(Bitmap texture)
{
Texture = (Texture)texture;
}
public DrawBackground(Bitmap texture, Color4 tint)
{
Color = tint;
Texture = (Texture) texture;
}
public object Parent { get; set; }
public string Name { get; set; } = "Background";
public ICollection<string> Flags { get; set; } = new string[0];
public void Update(UpdateContext context)
{ }
{
}
public void Draw(DrawContext context)
{

View file

@ -0,0 +1,19 @@
using SM.Base.Contexts;
using SM.Base.Scene;
using SM2D.Scene;
namespace SM2D.Drawing
{
public class DrawBackgroundShader : DrawShader, IBackgroundItem
{
public DrawBackgroundShader(MaterialShader shader) : base(shader)
{ }
protected override void DrawContext(ref DrawContext context)
{
Transform.Size.Set(context.WorldScale);
base.DrawContext(ref context);
}
}
}

View file

@ -1,14 +1,26 @@
using OpenTK.Graphics;
using SM.Base;
#region usings
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM2D.Scene;
using SM2D.Types;
#endregion
namespace SM2D.Drawing
{
public class DrawColor : DrawingBasis<Transformation>, I2DShowItem
{
public DrawColor()
{
}
public DrawColor(Color4 color)
{
_material.Tint = color;
}
public Color4 Color
{
get => _material.Tint;
@ -17,13 +29,6 @@ namespace SM2D.Drawing
public int ZIndex { get; set; }
public DrawColor() {}
public DrawColor(Color4 color)
{
_material.Tint = color;
}
protected override void DrawContext(ref DrawContext context)
{
context.Instances[0].ModelMatrix = Transform.GetMatrix();

View file

@ -1,15 +1,17 @@
using SM.Base.Contexts;
#region usings
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Mesh;
using SM2D.Scene;
using SM2D.Types;
#endregion
namespace SM2D.Drawing
{
public class DrawComplex: DrawingBasis<Transformation>, I2DShowItem
public class DrawComplex : DrawingBasis<Transformation>, I2DShowItem
{
public int ZIndex { get; set; }
public Material Material
{
get => _material;
@ -22,6 +24,8 @@ namespace SM2D.Drawing
set => _mesh = value;
}
public int ZIndex { get; set; }
protected override void DrawContext(ref DrawContext context)
{
context.Instances[0].ModelMatrix = Transform.GetMatrix();

View file

@ -1,38 +1,46 @@
using System.Drawing;
#region usings
using System.Drawing;
using OpenTK.Graphics;
using SM.Base.Textures;
using SM.OGL.Texture;
using SM2D.Object;
#endregion
namespace SM2D.Drawing
{
public class DrawPolygon : DrawColor
{
public Polygon Polygon
public DrawPolygon(Polygon polygon) : this(polygon, Color4.White)
{
get => (Polygon)_mesh;
set => _mesh = value;
}
public Texture Texture
public DrawPolygon(Polygon polygon, Bitmap map) : this(polygon, map, Color4.White)
{
get => (Texture)_material.Texture;
set => _material.Texture = value;
}
public DrawPolygon(Polygon polygon) {}
public DrawPolygon(Polygon polygon, Bitmap map) : this(polygon, map, Color4.White) {}
public DrawPolygon(Polygon polygon, Color4 color) : base(color)
{
_mesh = polygon;
}
public DrawPolygon(Polygon polygon, Bitmap map, Color4 tint) : base(tint)
{
_mesh = polygon;
_material.Texture = new Texture(map);
}
public Polygon Polygon
{
get => (Polygon) _mesh;
set => _mesh = value;
}
public Texture Texture
{
get => (Texture) _material.Texture;
set => _material.Texture = value;
}
}
}

View file

@ -0,0 +1,24 @@
using SM.Base.Contexts;
using SM.Base.Scene;
using SM2D.Scene;
using SM2D.Types;
namespace SM2D.Drawing
{
public class DrawShader : DrawingBasis<Transformation>, I2DShowItem
{
public int ZIndex { get; set; }
public DrawShader(MaterialShader shader)
{
_material.CustomShader = shader;
}
protected override void DrawContext(ref DrawContext context)
{
context.Instances[0].ModelMatrix = Transform.GetMatrix();
_material.CustomShader.Draw(context);
}
}
}

View file

@ -1,10 +1,13 @@
using SM.Base;
#region usings
using SM.Base.Contexts;
using SM.Base.Text;
using SM.Base.Types;
using SM2D.Scene;
using SM2D.Types;
#endregion
namespace SM2D.Drawing
{
public class DrawText : TextDrawingBasis<Transformation>, I2DShowItem
@ -15,6 +18,8 @@ namespace SM2D.Drawing
Transform.Size = new CVector2(1);
}
public int ZIndex { get; set; }
protected override void DrawContext(ref DrawContext context)
{
base.DrawContext(ref context);
@ -24,7 +29,5 @@ namespace SM2D.Drawing
context.Shader.Draw(context);
}
public int ZIndex { get; set; }
}
}

View file

@ -1,36 +1,37 @@
using System.Drawing;
using OpenTK;
#region usings
using System.Drawing;
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.Textures;
using SM.Base.Types;
using SM2D.Scene;
using SM2D.Types;
#endregion
namespace SM2D.Drawing
{
public class DrawTexture : DrawColor
{
public static float MasterScale = .25f;
public bool ManualSize = false;
public float Scale = 1;
public bool ManualSize = false;
public Texture Texture
public DrawTexture()
{
get => (Texture) _material.Texture;
set => _material.Texture = value;
}
public DrawTexture() {}
protected DrawTexture(Color4 color) : base(color) { }
protected DrawTexture(Color4 color) : base(color)
{
}
public DrawTexture(Bitmap map) : this(map, Color4.White)
{ }
{
}
public DrawTexture(Bitmap map, Color4 color) : this((Texture)map, color)
{ }
public DrawTexture(Bitmap map, Color4 color) : this((Texture) map, color)
{
}
public DrawTexture(Texture texture, Color4 color)
{
@ -38,9 +39,17 @@ namespace SM2D.Drawing
_material.Tint = color;
}
public Texture Texture
{
get => (Texture) _material.Texture;
set => _material.Texture = value;
}
protected override void DrawContext(ref DrawContext context)
{
if (!ManualSize) Transform.Size = new CVector2(Texture.Map.Width * MasterScale * Scale, Texture.Map.Height * MasterScale * Scale);
if (!ManualSize)
Transform.Size = new CVector2(Texture.Map.Width * MasterScale * Scale,
Texture.Map.Height * MasterScale * Scale);
base.DrawContext(ref context);
}
}