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:
parent
dffa581596
commit
9b52d401e7
61 changed files with 1529 additions and 818 deletions
|
|
@ -3,15 +3,20 @@ using System.Collections.Generic;
|
|||
using System.Diagnostics;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices.WindowsRuntime;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using ShaderToolParser;
|
||||
using SharpDX.XInput;
|
||||
using SM.Base;
|
||||
using SM.Base.Animation;
|
||||
using SM.Base.Controls;
|
||||
using SM.Base.Drawing;
|
||||
using SM.Base.Drawing.Text;
|
||||
using SM.Base.Shaders;
|
||||
using SM.Base.Time;
|
||||
using SM.Base.Utility;
|
||||
using SM.Base.Window;
|
||||
using SM.Intergrations.ShaderTool;
|
||||
using SM.Utils.Controls;
|
||||
|
|
@ -28,25 +33,25 @@ namespace SM_TEST
|
|||
{
|
||||
static Scene scene;
|
||||
private static GLWindow window;
|
||||
private static PolyLine line;
|
||||
private static GameController controller;
|
||||
|
||||
private static ItemCollection test;
|
||||
private static DrawParticles particles;
|
||||
|
||||
private static InterpolationProcess interpolation;
|
||||
private static GameKeybindActor actor;
|
||||
|
||||
public static STPProject portal;
|
||||
static void Main(string[] args)
|
||||
{
|
||||
static void Main(string[] args){
|
||||
Font font = new Font(@".\GapSansBold.ttf")
|
||||
{
|
||||
FontSize = 51,
|
||||
CharSet = new char[]
|
||||
{
|
||||
'I', 'A','M','T','W','O'
|
||||
}
|
||||
};
|
||||
font.RegenerateTexture();
|
||||
|
||||
controller = new GameController(0);
|
||||
GameKeybindHost host = new GameKeybindHost(new GameKeybindList()
|
||||
{
|
||||
{"g_test", context => Keyboard.IsAnyKeyPressed, context => context.ControllerState.Buttons[GamepadButtonFlags.A, true]}
|
||||
});
|
||||
actor = GameKeybindActor.CreateControllerActor(controller);
|
||||
actor.ConnectHost(host);
|
||||
|
||||
|
||||
portal = STPProject.CreateFromZIP("portal.zip");
|
||||
|
||||
|
|
@ -58,18 +63,45 @@ namespace SM_TEST
|
|||
{
|
||||
ShowAxisHelper = true
|
||||
});
|
||||
scene.Background.Color = Color4.Red;
|
||||
//scene.Background.Color = Color4.Red;
|
||||
scene.Camera = new Camera()
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
DrawText obj = new DrawText(font, "I AM\n\tTWO")
|
||||
{};
|
||||
SimpleShader shader = new SimpleShader("basic", AssemblyUtility.ReadAssemblyFile("SM_TEST.Default Fragment Shader1.frag"), (a, b) => {
|
||||
a["Color"].SetColor(b.Material.Tint);
|
||||
a["Scale"].SetFloat(b.Material.ShaderArguments.Get("Scale", 1f));
|
||||
|
||||
});
|
||||
DrawObject2D obj = new DrawObject2D()
|
||||
{
|
||||
Material =
|
||||
{
|
||||
CustomShader = shader,
|
||||
Tint = new Color4(1f, 0.151217f, 0.050313f, 1),
|
||||
ShaderArguments =
|
||||
{
|
||||
["Scale"] = 50f
|
||||
}
|
||||
}
|
||||
};/*
|
||||
DrawObject2D obj2 = new DrawObject2D()
|
||||
{
|
||||
Material =
|
||||
{
|
||||
Tint = Color4.Aqua,
|
||||
CustomShader = shader,
|
||||
ShaderArguments =
|
||||
{
|
||||
["Scale"] = 1000f
|
||||
}
|
||||
}
|
||||
};
|
||||
obj2.Transform.Position.Set(300);*/
|
||||
|
||||
scene.Objects.Add(obj);
|
||||
|
||||
window.UpdateFrame += WindowOnUpdateFrame;
|
||||
window.RenderFrame += Window_RenderFrame;
|
||||
window.Run();
|
||||
|
||||
|
|
@ -80,11 +112,5 @@ namespace SM_TEST
|
|||
{
|
||||
window.Title = Math.Floor(e.Time * 1000) + "ms";
|
||||
}
|
||||
|
||||
private static void WindowOnUpdateFrame(object sender, FrameEventArgs e)
|
||||
{
|
||||
bool interactions = new GameController(0).GetState().AnyInteraction;
|
||||
Console.WriteLine();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue