~ Changed Pipelines

(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.)
(Basic2DPipeline: Simple Color and Texture stuff, thats it)
This commit is contained in:
Michel Fedde 2020-12-19 18:31:44 +01:00
parent 1ed03fec3f
commit 5d4b360b05
23 changed files with 243 additions and 59 deletions

View file

@ -1,52 +1,30 @@
#region usings
using System;
using OpenTK.Graphics.OpenGL4;
using SM.Base;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.Drawing;
using SM.OGL.Framebuffer;
using SM2D.Light;
using SM2D.Shader;
#endregion
namespace SM2D.Pipelines
{
public class Basic2DPipeline : RenderPipeline<Scene.Scene>
{
private Framebuffer _tempWindow;
private Light.LightPostEffect _lightEffect;
public static Basic2DPipeline Pipeline = new Basic2DPipeline();
protected override void Initialization(GenericWindow window)
protected override MaterialShader _defaultShader { get; } = Basic2DShader.Shader;
private Basic2DPipeline()
{
_tempWindow = CreateWindowFramebuffer();
_lightEffect = new LightPostEffect();
Console.WriteLine();
}
protected override void Render(ref DrawContext context, Scene.Scene scene)
{
base.Render(ref context, scene);
_tempWindow.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (scene != null)
{
scene.DrawBackground(context);
scene.DrawMainObjects(context);
Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
_lightEffect.Draw(_tempWindow);
scene.DrawHUD(context);
scene.DrawDebug(context);
}
}
protected override void SceneChanged(Scene.Scene scene)
{
base.SceneChanged(scene);
_lightEffect.SceneChanged(scene);
Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
if (scene != null) scene.Draw(context);
}
}
}