Added missing summeries #1
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03d99ea28e
commit
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104 changed files with 1165 additions and 821 deletions
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@ -1,9 +1,7 @@
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using System;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK;
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using OpenTK.Input;
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using SM.Base;
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using SM.Base.Windows;
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using SM.Base.Window;
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using SM.Game.Controls;
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using SM2D;
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using SM2D.Drawing;
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@ -1,5 +1,4 @@
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using System.Reflection;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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// General Information about an assembly is controlled through the following
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@ -45,12 +45,6 @@
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Program.cs" />
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@ -1,25 +1,25 @@
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using System.Collections.Generic;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base;
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using SM.Base;
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using SM.Base.Drawing;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.PostEffects;
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using SM.Base.Windows;
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using SM.Base.Window;
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using SM.OGL.Framebuffer;
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using SM2D.Scene;
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namespace SM_TEST
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{
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public class TestRenderPipeline : RenderPipeline
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{
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private BloomEffect _bloom;
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private Framebuffer _postBuffer;
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public override void Initialization()
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{
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_bloom = new BloomEffect(hdr: true);
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MainFramebuffer = CreateWindowFramebuffer();
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MainFramebuffer = CreateWindowFramebuffer(2);
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_postBuffer = CreateWindowFramebuffer();
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Framebuffers.Add(_postBuffer);
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_bloom = new BloomEffect(_postBuffer, hdr: true);
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_bloom.Initilize(this);
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base.Initialization();
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}
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@ -29,11 +29,13 @@ namespace SM_TEST
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MainFramebuffer.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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context.Scene.DrawBackground(context);
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context.Scene.DrawMainObjects(context);
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context.Scene.DrawHUD(context);
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PostProcessFinals.ResolveMultisampledBuffers(MainFramebuffer, _postBuffer);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_bloom.Draw(context);
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context.Scene.DrawHUD(context);
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context.Scene.DrawDebug(context);
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}
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}
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