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

@ -1,36 +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);
}
}