26 Sep 2021

General:
+ Added Summaries

Renderer
-------
SM.Base:
+ SM.Base.Controls.Mouse now has a feature to disable tracking.
+ Replaced Bloom Effect with the similar system how blender use it.
+ You can now disable ANY post processing effects.
+ Interpolation for CVectors.
+ MathUtils
+ RenderPipelines now have a central list for post processing effects.

~ Log-System is now ignored if a debugger is attached.
~ Post Processing Shader does now send the texel size as the "renderedTextureTexelSize"-uniform.
~ Improved Text Rendering

SM.OGL:
+ ColorAttachments now contain a reference to the framebuffer its connected.
+ ColorAttachments can now have a own size.
+ Framebuffer.Append(string key, Vector2 size, int pos)
+Framebuffers now have a method to completely reset itself.
+ Framebuffers now have a Blit-method called "CopyTo".

~ Framebuffer.GetCurrentlyActive() will now return an actual SM.OGL.Framebuffer-object.
~ Renderbuffers now are a class and contain the ID by itself.
~ Renamed Uniform-function to its class-name: f.E. SetBool, SetFloat instead of SetUniform1

Optionals:
Controls:
+ Framecache for the GameController.GetState()
This commit is contained in:
Nineto Nine 2021-09-26 21:27:14 +02:00
parent dffa581596
commit 9b52d401e7
61 changed files with 1529 additions and 818 deletions

View file

@ -12,16 +12,25 @@ namespace SM.Utils.Controls
public struct GameKeybindActor
{
private GameKeybindActorType _type;
private GameController? _controller;
private GameController _controller;
private GameKeybindHost _keybindHost;
public GameKeybindActorType Type => _type;
public GameController? Controller => _controller;
public GameController Controller => _controller;
public object[] Parameter;
private GameKeybindActor(GameKeybindActorType type, GameController? controller)
private GameKeybindActor(GameKeybindActorType type, GameController controller)
{
_type = type;
_controller = controller;
_keybindHost = null;
Parameter = new object[0];
}
private GameKeybindActor(GameKeybindActorType type, ref GameController controller)
{
_type = type;
_controller = controller;
@ -58,7 +67,7 @@ namespace SM.Utils.Controls
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState(),
ControllerState = Controller?.GetState(),
ControllerState = Controller?.GetState() ?? new GameControllerState(true),
};
return keybind[Type].Invoke(context);