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

@ -1,29 +1,31 @@
using System;
#region usings
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Input;
using SM.Base;
using SM.Base.Controls;
using SM2D.Controls;
using SM2D.Pipelines;
using SM2D.Scene;
using SM2D.Shader;
using Vector2 = OpenTK.Vector2;
#endregion
namespace SM2D
{
public class GLWindow2D : GenericWindow<Scene.Scene, Camera>
{
public Vector2? Scaling { get; set; }
public Vector2 WorldScale => _worldScale;
public Mouse2D Mouse { get; }
public GLWindow2D()
{
Mouse = new Mouse2D(this);
}
public Vector2? Scaling { get; set; }
public Vector2 WorldScale => _worldScale;
public Mouse2D Mouse { get; }
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
@ -34,6 +36,8 @@ namespace SM2D
protected override void OnLoaded()
{
base.OnLoaded();
SMRenderer.DefaultMaterialShader = Default2DShader.MaterialShader;
SetRenderPipeline(new Basic2DPipeline());
}