05.01.2021
+ Bloom effect + PixelInformation + Many Summaries + Add-methods for CVectors + Exposure-Field in GenericCamera for HDR. ~ ColorAttachments now can have PixelInformation ~ Transformed MeshAttributes to a own class ~ Fixed the non-applying of transformations at texts ~ Added more information to the context ~ Improved Pipeline-Process. ~ Changed how Uniform takes arrays - Light system
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52 changed files with 697 additions and 373 deletions
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@ -21,6 +21,65 @@ namespace SM.Base.Contexts
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/// </summary>
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public bool ForceViewport;
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/// <summary>
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/// Contains the currently used render pipeline.
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/// </summary>
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public RenderPipeline ActivePipeline;
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public GenericScene ActiveScene;
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public GenericWindow Window;
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public GenericCamera UsedCamera =>
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ForceViewport || ActiveScene._camera == null ? Window._viewportCamera : ActiveScene._camera;
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/// <summary>
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/// The mesh.
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/// </summary>
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public GenericMesh Mesh;
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/// <summary>
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/// The material.
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/// </summary>
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public Material Material;
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/// <summary>
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/// The drawing instances.
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/// <para>If there is only one, it's index 0</para>
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/// </summary>
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public IList<Instance> Instances;
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/// <summary>
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/// The current world scale.
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/// </summary>
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public Vector2 WorldScale;
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/// <summary>
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/// The last collection the context was passed though.
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/// </summary>
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public object LastPassthough;
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/// <summary>
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/// Returns the appropriate shader.
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/// <para>
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/// Returns the material shader, if available, otherwise it will take the default shader from the render
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/// pipeline.
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/// </para>
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/// </summary>
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public MaterialShader Shader => Material.CustomShader ?? ActivePipeline._defaultShader;
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/// <summary>
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/// Arguments for shaders
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/// </summary>
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public IDictionary<string, object> ShaderArguments;
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/// <summary>
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/// The current world matrix.
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/// </summary>
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@ -40,50 +99,5 @@ namespace SM.Base.Contexts
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/// The master model matrix.
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/// </summary>
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public Matrix4 ModelMaster;
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/// <summary>
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/// The drawing instances.
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/// <para>If there is only one, it's index 0</para>
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/// </summary>
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public IList<Instance> Instances;
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/// <summary>
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/// The mesh.
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/// </summary>
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public GenericMesh Mesh;
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/// <summary>
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/// The material.
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/// </summary>
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public Material Material;
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/// <summary>
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/// Contains the currently used render pipeline.
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/// </summary>
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public RenderPipeline ActivePipeline;
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/// <summary>
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/// The current world scale.
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/// </summary>
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public Vector2 WorldScale;
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/// <summary>
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/// The last collection the context was passed though.
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/// </summary>
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public object LastPassthough;
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/// <summary>
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/// Arguments for shaders
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/// </summary>
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public IDictionary<string, object> ShaderArguments;
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/// <summary>
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/// Returns the appropriate shader.
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/// <para>
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/// Returns the material shader, if available, otherwise it will take the default shader from the render
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/// pipeline.
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/// </para>
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/// </summary>
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public MaterialShader Shader => Material.CustomShader ?? ActivePipeline._defaultShader;
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}
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}
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@ -49,6 +49,8 @@ namespace SM.Base
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/// </summary>
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public bool ReactWhileUnfocused = false;
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internal GenericCamera _viewportCamera;
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/// <inheritdoc />
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protected GenericWindow() : this(1280, 720, "Generic OGL Title", GameWindowFlags.Default)
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{
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@ -223,13 +225,16 @@ namespace SM.Base
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/// <inheritdoc />
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protected GenericWindow()
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{
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ViewportCamera = new TCamera();
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_viewportCamera = new TCamera();
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}
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/// <summary>
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/// The viewport camera.
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/// </summary>
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public TCamera ViewportCamera { get; }
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public TCamera ViewportCamera {
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get => (TCamera)_viewportCamera;
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set => _viewportCamera = value;
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}
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/// <summary>
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/// This forces the render to use the viewport camera.
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@ -258,29 +263,37 @@ namespace SM.Base
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{
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if (!ReactWhileUnfocused && !Focused) return;
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if (CurrentScene == null) return;
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SMRenderer.CurrentFrame++;
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Deltatime.RenderDelta = (float) e.Time;
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var drawContext = new DrawContext
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{
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World = ViewportCamera.World,
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View = ViewportCamera.CalculateViewMatrix(),
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ModelMaster = Matrix4.Identity,
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ForceViewport = ForceViewportCamera,
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ActiveScene = CurrentScene,
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Window = this,
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Instances = new[]
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{
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new Instance
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{ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One}
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},
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ShaderArguments = new Dictionary<string, object>(),
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Mesh = Plate.Object,
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ForceViewport = ForceViewportCamera,
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WorldScale = _worldScale,
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LastPassthough = this
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LastPassthough = this,
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ShaderArguments = new Dictionary<string, object>(),
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World = ViewportCamera.World,
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View = ViewportCamera.CalculateViewMatrix(),
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ModelMaster = Matrix4.Identity
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};
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base.OnRenderFrame(e);
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RenderPipeline.Render(ref drawContext, CurrentScene);
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RenderPipeline.Render(ref drawContext);
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SwapBuffers();
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@ -29,12 +29,14 @@ namespace SM.Base
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/// <summary>
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/// The framebuffers, that are used in this Pipeline.
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/// </summary>
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protected virtual List<Framebuffer> _framebuffers { get; }
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public virtual List<Framebuffer> Framebuffers { get; private set; }
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/// <summary>
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/// The default shader for the pipeline.
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/// </summary>
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protected internal virtual MaterialShader _defaultShader { get; } = SMRenderer.DefaultMaterialShader;
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protected internal virtual MaterialShader _defaultShader { get; set; }
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public virtual Framebuffer MainFramebuffer { get; protected set; }= Framebuffer.Screen;
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/// <summary>
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/// Occurs, when the window is loading.
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@ -48,14 +50,14 @@ namespace SM.Base
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/// </summary>
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protected internal virtual void Resize()
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{
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if (_framebuffers == null) return;
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if (Framebuffers == null) return;
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foreach (var framebuffer in _framebuffers)
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foreach (var framebuffer in Framebuffers)
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framebuffer.Dispose();
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Thread.Sleep(50);
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foreach (Framebuffer framebuffer in _framebuffers)
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foreach (Framebuffer framebuffer in Framebuffers)
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{
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framebuffer.Compile();
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}
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@ -67,7 +69,13 @@ namespace SM.Base
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if (!IsInitialized)
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{
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if (_defaultShader == null) _defaultShader = SMRenderer.DefaultMaterialShader;
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Framebuffers = new List<Framebuffer>();
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Initialization(window);
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Framebuffers.Add(MainFramebuffer);
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IsInitialized = true;
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}
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@ -106,7 +114,6 @@ namespace SM.Base
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{
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Framebuffer framebuffer = new Framebuffer(window: SMRenderer.CurrentWindow);
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framebuffer.Append("color", 0);
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framebuffer.Compile();
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return framebuffer;
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}
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}
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@ -121,11 +128,15 @@ namespace SM.Base
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/// <summary>
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/// The system to render stuff.
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/// </summary>
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protected internal virtual void Render(ref DrawContext context, TScene scene)
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internal void Render(ref DrawContext context)
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{
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context.ActivePipeline = this;
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RenderProcess(ref context, (TScene)context.ActiveScene);
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}
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protected abstract void RenderProcess(ref DrawContext context, TScene scene);
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/// <summary>
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/// Event, that triggers, when the scene in the current window changes.
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/// </summary>
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