04.10.2020

+ render pipeline system for more control about the renderering.
+ Log system
+ Framebuffer system

~ Default shader was moved to pipelines.
This commit is contained in:
Michel Fedde 2020-10-04 16:31:48 +02:00
parent 97e638d9d9
commit 820d6ce700
34 changed files with 660 additions and 106 deletions

View file

@ -5,13 +5,14 @@ using OpenTK.Input;
using SM.Base;
using SM.Base.Controls;
using SM2D.Controls;
using SM2D.Pipelines;
using SM2D.Scene;
using SM2D.Shader;
using Vector2 = OpenTK.Vector2;
namespace SM2D
{
public class GLWindow2D : GenericWindow<Scene.Scene, I2DShowItem, Camera>
public class GLWindow2D : GenericWindow<Scene.Scene, Camera>
{
public Vector2? Scaling { get; set; }
public Vector2 WorldScale => _worldScale;
@ -25,13 +26,17 @@ namespace SM2D
protected override void OnLoad(EventArgs e)
{
Defaults.DefaultShader = new Default2DShader();
base.OnLoad(e);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
}
protected override void OnLoaded()
{
base.OnLoaded();
SetRenderPipeline(new Basic2DPipeline());
}
protected override void OnRenderFrame(FrameEventArgs e)
{
GL.Disable(EnableCap.DepthTest);