+ AxisHelper

~ Transformation can now set to be ignored. (Sending a Identity, when requested)
~ Changed how Meshes store Attributes
This commit is contained in:
Michel Fedde 2020-12-13 13:03:57 +01:00
parent 0895c600cf
commit 2e7051d800
14 changed files with 146 additions and 30 deletions

View file

@ -11,6 +11,8 @@ namespace SM.Base.Drawing
/// </summary>
public abstract class GenericTransformation
{
public bool Ignore = false;
/// <summary>
/// Contains the current model matrix.
/// </summary>
@ -27,6 +29,8 @@ namespace SM.Base.Drawing
/// <returns></returns>
public Matrix4 GetMatrix()
{
if (Ignore) return Matrix4.Identity;
if (_lastFrame != SMRenderer.CurrentFrame)
{
_lastFrame = SMRenderer.CurrentFrame;

View file

@ -14,7 +14,7 @@ namespace SM.Base.Objects
/// </summary>
protected Mesh()
{
AttribDataIndex.Add(3, Color);
Attributes.Add(3, "color", Color);
}
/// <summary>

View file

@ -0,0 +1,35 @@
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Mesh;
namespace SM.Base.Objects.Static
{
public class AxisHelper : Mesh
{
public static AxisHelper Object = new AxisHelper();
private AxisHelper() {}
public override VBO Vertex { get; } = new VBO()
{
{0, 0, 0},
{.5f, 0, 0},
{0, 0, 0},
{0, .5f, 0},
{0, 0, -.5f},
{0, 0, .5f},
};
public override VBO Color { get; } = new VBO(pointerSize:4)
{
{Color4.White},
{Color4.Red},
{Color4.White},
{Color4.Green},
{Color4.White},
{Color4.DarkBlue},
};
public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Lines;
}
}

View file

@ -56,6 +56,7 @@
<Compile Include="Drawing\Particles\ParticleDrawingBasis.cs" />
<Compile Include="Log.cs" />
<Compile Include="Objects\Mesh.cs" />
<Compile Include="Objects\Static\AxisHelper.cs" />
<Compile Include="PostProcess\PostProcessEffect.cs" />
<Compile Include="PostProcess\PostProcessShader.cs" />
<Compile Include="Scene\IScriptable.cs" />

View file

@ -3,6 +3,7 @@
using System.Collections.Generic;
using System.Dynamic;
using SM.Base.Contexts;
using SM.Base.Drawing;
#endregion
@ -13,8 +14,6 @@ namespace SM.Base.Scene
/// </summary>
public abstract class GenericScene
{
private IBackgroundItem _background;
/// <summary>
@ -34,6 +33,7 @@ namespace SM.Base.Scene
/// </summary>
public bool IsInitialized { get; private set; }
/// <summary>
/// Updates this scene.
/// </summary>
@ -91,6 +91,8 @@ namespace SM.Base.Scene
private TCollection _hud = new TCollection();
private TCollection _objectCollection = new TCollection();
public bool ShowAxisHelper { get; set; } = false;
/// <summary>
/// A collection for cameras to switch easier to different cameras.
/// </summary>
@ -154,6 +156,7 @@ namespace SM.Base.Scene
DrawMainObjects(context);
DrawHUD(context);
DrawDebug(context);
}
public void DrawBackground(DrawContext context)
@ -174,5 +177,10 @@ namespace SM.Base.Scene
context.View = HUDCamera.CalculateViewMatrix();
_hud.Draw(context);
}
public virtual void DrawDebug(DrawContext context)
{
}
}
}

View file

@ -1,11 +1,6 @@
#version 330
#define maxInstances //!instanceMax
struct Instance {
mat4 ModelMatrix;
vec2 TextureOffset;
vec2 TextureScale;
};
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
@ -13,14 +8,13 @@ layout(location = 3) in vec4 aColor;
uniform mat4 MVP;
uniform bool HasVColor;
uniform Instance[maxInstances] Instances;
out vec2 vTexture;
out vec4 vColor;
out vec3 FragPos;
void ApplyTexModifier() {
vTexture = aTex * Instances[gl_InstanceID].TextureScale + Instances[gl_InstanceID].TextureOffset;
vTexture = aTex;
}
void CheckVertexColor() {
@ -29,7 +23,7 @@ void CheckVertexColor() {
}
void ApplyModelTransformation() {
gl_Position = MVP * Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1);
gl_Position = MVP * vec4(aPos, 1);
FragPos = vec3(Instances[gl_InstanceID].ModelMatrix * vec4(aPos, 1));
FragPos = vec3(vec4(aPos, 1));
}