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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9b917ac181
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4c18127c88
52 changed files with 697 additions and 373 deletions
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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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