30.09.2020
+ Mouse support + Started to add summaries to SM.Base
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16366fa015
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21 changed files with 325 additions and 58 deletions
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@ -4,9 +4,18 @@ using SM.OGL.Mesh;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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public abstract class DrawingBasis : IShowItem
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{
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/// <summary>
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/// The material it should use.
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/// </summary>
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protected Material _material = new Material();
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/// <summary>
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/// The mesh it should use.
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/// </summary>
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protected GenericMesh _mesh = Defaults.DefaultMesh;
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public virtual void Update(UpdateContext context)
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{
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@ -14,14 +23,25 @@ namespace SM.Base.Scene
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}
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public virtual void Draw(DrawContext context)
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{ }
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{
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}
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/// <summary>
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/// Applies the current settings to the context.
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/// </summary>
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/// <param name="context"></param>
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protected void ApplyContext(ref DrawContext context)
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{
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_material.Shader ??= Defaults.DefaultShader;
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context.Material = _material;
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context.Mesh = _mesh;
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}
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}
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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/// <typeparam name="TTransformation">The transformation type</typeparam>
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public abstract class DrawingBasis<TTransformation> : DrawingBasis
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where TTransformation : GenericTransformation, new()
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{
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@ -2,8 +2,15 @@
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains methods for using transformations right.
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/// </summary>
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public abstract class GenericTransformation
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{
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/// <summary>
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/// Calculates the current matrix.
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/// </summary>
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/// <returns>The current matrix.</returns>
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public abstract Matrix4 GetMatrix();
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}
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}
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@ -4,8 +4,15 @@ using SM.Base.Contexts;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// A general interface to work with material shaders properly.
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/// </summary>
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public interface IShader
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{
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/// <summary>
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/// Draws the context.
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/// </summary>
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/// <param name="context">The context</param>
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void Draw(DrawContext context);
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}
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}
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@ -2,10 +2,22 @@
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namespace SM.Base.Scene
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{
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/// <summary>
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/// This represens a drawing instance.
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/// </summary>
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public struct Instance
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{
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/// <summary>
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/// The model matrix.
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/// </summary>
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public Matrix4 ModelMatrix;
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/// <summary>
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/// The texture offset.
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/// </summary>
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public Vector2 TexturePosition;
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/// <summary>
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/// The texture scale.
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/// </summary>
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public Vector2 TextureScale;
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}
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}
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@ -3,11 +3,24 @@ using SM.OGL.Texture;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Represents a material.
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/// </summary>
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public class Material
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{
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/// <summary>
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/// The base texture. (aka. Diffuse Texture)
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/// </summary>
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public TextureBase Texture;
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/// <summary>
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/// The tint or color.
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/// </summary>
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public Color4 Tint = Color4.White;
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/// <summary>
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/// A shader, that is used to draw this material.
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/// <para>Default: Defaults.DefaultShaders </para>
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/// </summary>
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public IShader Shader = Defaults.DefaultShader;
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}
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}
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