04.10.2020
+ render pipeline system for more control about the renderering. + Log system + Framebuffer system ~ Default shader was moved to pipelines.
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34 changed files with 660 additions and 106 deletions
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@ -54,7 +54,7 @@ namespace SM.Base.Scene
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public abstract bool Orthographic { get; }
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/// <summary>
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/// This will calculate the world.
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/// <para>This is called on <see cref="GenericWindow{TScene,TItem,TCamera}.ViewportCamera"/> to calculate the world.</para>
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/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera"/> to calculate the world.</para>
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/// </summary>
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/// <param name="world">The world scale</param>
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/// <param name="aspect">The aspect ratio from the window.</param>
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@ -7,23 +7,24 @@ namespace SM.Base.Scene
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/// Contains a list of show items.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericItemCollection<TItem> : IShowItem, IShowCollection<TItem>
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public abstract class GenericItemCollection<TItem> : List<TItem>, IShowItem, IShowCollection<TItem>
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where TItem : IShowItem
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{
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/// <inheritdoc />
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public List<TItem> Objects { get; } = new List<TItem>();
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public List<TItem> Objects => this;
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/// <inheritdoc />
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public void Update(UpdateContext context)
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{
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throw new System.NotImplementedException();
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for(int i = 0; i < Objects.Count; i++)
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this[i].Update(context);
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}
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/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
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public virtual void Draw(DrawContext context)
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{
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for (int i = 0; i < Objects.Count; i++)
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Objects[i].Draw(context);
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this[i].Draw(context);
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}
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}
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@ -4,13 +4,48 @@ 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 generic scene, that imports functions for scene control.
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/// </summary>
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public abstract class GenericScene
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{
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/// <summary>
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/// This contains the background.
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/// </summary>
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protected IBackgroundItem _background;
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/// <summary>
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/// Draws this scene.
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/// </summary>
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public virtual void Draw(DrawContext context)
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{
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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internal void Activate()
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{
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OnActivating();
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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protected virtual void OnActivating()
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{ }
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}
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/// <summary>
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/// A generic scene that imports different functions.
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/// </summary>
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/// <typeparam name="TCamera">The type of cameras.</typeparam>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericScene<TCamera, TItem> : GenericItemCollection<TItem>
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/// <typeparam name="TCollection">The type for collections</typeparam>
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public abstract class GenericScene<TCamera, TCollection, TItem> : GenericScene
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where TCamera : GenericCamera, new()
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where TCollection : GenericItemCollection<TItem>, new()
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where TItem : IShowItem
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{
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/// <summary>
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@ -28,13 +63,13 @@ namespace SM.Base.Scene
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public TCamera HUDCamera { get; set; } = new TCamera();
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/// <summary>
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/// This contains the background.
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/// Objects inside the scene.
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/// </summary>
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protected IBackgroundItem _background;
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public TCollection Objects { get; set; } = new TCollection();
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/// <summary>
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/// This defines the HUD objects.
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/// </summary>
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public List<TItem> HUD { get; } = new List<TItem>();
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public TCollection HUD { get; } = new TCollection();
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/// <summary>
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/// A collection for cameras to switch easier to different cameras.
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/// </summary>
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@ -49,25 +84,10 @@ namespace SM.Base.Scene
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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_background?.Draw(backgroundDrawContext);
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base.Draw(context);
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Objects.Draw(context);
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context.View = HUDCamera.CalculateViewMatrix();
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for (int i = 0; i < HUD.Count; i++)
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HUD[i].Draw(context);
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HUD.Draw(context);
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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internal void Activate()
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{
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OnActivating();
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}
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/// <summary>
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/// Called, when the user activates the scene.
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/// </summary>
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protected virtual void OnActivating()
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{ }
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}
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}
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