26.09.2020

+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
This commit is contained in:
Michel Fedde 2020-09-26 23:40:16 +02:00
parent c4a0847567
commit 617a7ef044
39 changed files with 598 additions and 66 deletions

View file

@ -0,0 +1,25 @@
using System.Collections.Generic;
using SM.Base.Contexts;
namespace SM.Base.Scene
{
public abstract class GenericItemCollection<TItem, TTransformation> : IShowItem, IShowCollection<TItem>
where TItem : IShowItem
where TTransformation : GenericTransformation, new()
{
public List<TItem> Objects { get; } = new List<TItem>();
public TTransformation Transform = new TTransformation();
public void Update(UpdateContext context)
{
throw new System.NotImplementedException();
}
public virtual void Draw(DrawContext context)
{
context.View = Transform.GetMatrix() * context.View;
for (int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context);
}
}
}

View file

@ -4,18 +4,20 @@ using SM.Base.Contexts;
namespace SM.Base.Scene
{
public abstract class GenericScene<TCamera> : IShowCollection
public abstract class GenericScene<TCamera, TItem> : IShowCollection<TItem>
where TCamera : GenericCamera, new()
where TItem : IShowItem
{
protected IBackgroundItem _background;
public List<IShowItem> HUD { get; } = new List<IShowItem>();
public List<IShowItem> Objects { get; } = new List<IShowItem>();
public List<TItem> HUD { get; } = new List<TItem>();
public List<TItem> Objects { get; } = new List<TItem>();
public TCamera Camera { get; set; }
public TCamera BackgroundCamera { get; set; } = new TCamera();
public TCamera HUDCamera { get; set; } = new TCamera();
public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
public void Draw(DrawContext context)
public virtual void Draw(DrawContext context)
{
if (!context.ForceViewport && Camera != null) context.View = Camera.ViewMatrix;
@ -26,7 +28,7 @@ namespace SM.Base.Scene
for(int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context);
context.View = Matrix4.Identity;
context.View = HUDCamera.CalculateViewMatrix();
for (int i = 0; i < HUD.Count; i++)
HUD[i].Draw(context);
}

View file

@ -1,9 +1,12 @@
using System.Collections.Generic;
using SM.Base.Contexts;
namespace SM.Base.Scene
{
public interface IShowCollection
public interface IShowCollection<TItem> where TItem : IShowItem
{
List<IShowItem> Objects { get; }
List<TItem> Objects { get; }
void Draw(DrawContext context);
}
}