2021-15-03

+ GenericTransformation.InWorldSpace (Merges the object transformation and the last master transformation)
+ Ray class for Raycasting (may not work correctly)
+ Util.CallGarbageCollector() can call the garbage collector.
+ GLWindow.WindowFlags allow to easly switch between Window <-> Borderless Window (this will cause the window to fill the entire screen) <-> Exclusive Fullscreen.

~ Made the bloom-texture scale a constructor-parameter.

SM.OGL:
+ OpenGL-GarbageCollector integration.
+ BoundingBox.GetBounds(Matrix4, out Vector3,out Vector3) allows for easy transformation of the bounding box.
+ GLObjects can now marked as not compiled. Where it always returns false at WasCompiled.

SM2D:
~ Improved the Mouse2D.MouseOver Algorithm.
This commit is contained in:
Michel Fedde 2021-03-15 18:11:58 +01:00
parent 4efc47d75a
commit 5bb690e45f
18 changed files with 224 additions and 20 deletions

View file

@ -1,4 +1,6 @@
using System;
using System.Windows;
using System.Windows.Forms;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
@ -11,6 +13,8 @@ namespace SM.Base.Windows
{
public class GLWindow : GameWindow, IGenericWindow
{
private Vector2 _flagWindowSize;
public bool Loading { get; private set; } = true;
public float AspectRatio { get; set; }
@ -30,12 +34,17 @@ namespace SM.Base.Windows
public GenericScene CurrentScene { get; private set; }
public RenderPipeline CurrentRenderPipeline { get; private set; }
public GLWindow() : this(1280, 720, "Generic OpenGL Title", GameWindowFlags.Default) {}
public WindowFlags WindowFlags;
public GLWindow() : this(1280, 720, "Generic OpenGL Title", WindowFlags.Window) {}
public GLWindow(int width, int height, string title, GameWindowFlags flags, VSyncMode vSync = VSyncMode.On) :
base(width, height, default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
public GLWindow(int width, int height, string title, WindowFlags flags, VSyncMode vSync = VSyncMode.On) :
base(width, height, default, title, (GameWindowFlags)flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
{
VSync = vSync;
_flagWindowSize = new Vector2(width, height);
ChangeWindowFlag(flags);
}
protected override void OnLoad(EventArgs e)
@ -52,6 +61,8 @@ namespace SM.Base.Windows
WindowCode.Resize(this);
if (WindowFlags == WindowFlags.Window) _flagWindowSize = WindowSize;
if (Loading)
{
Loading = false;
@ -125,5 +136,40 @@ namespace SM.Base.Windows
public void TriggerLoad() => Load?.Invoke(this);
public void TriggerResize() => Resize?.Invoke(this);
public void ChangeWindowFlag(WindowFlags newFlag)
{
WindowFlags = newFlag;
switch (newFlag)
{
case WindowFlags.Window:
Width = (int)_flagWindowSize.X;
Height = (int)_flagWindowSize.Y;
WindowBorder = WindowBorder.Resizable;
break;
case WindowFlags.BorderlessWindow:
WindowBorder = WindowBorder.Hidden;
X = Screen.PrimaryScreen.Bounds.Left;
Y = Screen.PrimaryScreen.Bounds.Top;
Width = Screen.PrimaryScreen.Bounds.Width;
Height = Screen.PrimaryScreen.Bounds.Height;
break;
case WindowFlags.ExclusiveFullscreen:
break;
default:
throw new ArgumentOutOfRangeException(nameof(newFlag), newFlag, null);
}
if (newFlag == WindowFlags.BorderlessWindow)
{
WindowBorder = WindowBorder.Hidden;
X = Screen.PrimaryScreen.Bounds.X;
Y = Screen.PrimaryScreen.Bounds.Y;
}
}
}
}

View file

@ -94,6 +94,8 @@ namespace SM.Base.Windows
SMRenderer.CurrentFrame++;
GLObject.DisposeMarkedObjects();
Deltatime.RenderDelta = deltatime;
var drawContext = new DrawContext()
{

View file

@ -0,0 +1,9 @@
namespace SM.Base.Windows
{
public enum WindowFlags
{
Window = 0,
BorderlessWindow = 2,
ExclusiveFullscreen = 1
}
}