Loads and loads of small improvements I added while developing on my game
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107 changed files with 2278 additions and 1023 deletions
107
Legacy/Window/GenericWindowCode.cs
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107
Legacy/Window/GenericWindowCode.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Contexts;
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using SM.Base.Drawing;
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using SM.Base.Objects.Static;
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using SM.Base.PostProcess;
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using SM.Base.Scene;
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using SM.Base.ShaderExtension;
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using SM.OGL;
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using SM.Utility;
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namespace SM.Base
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{
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public class GenericWindowCode
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{
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internal static void Load(IGenericWindow window)
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{
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SMRenderer.CurrentWindow = window;
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GLSystem.INIT_SYSTEM();
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GLSettings.ShaderPreProcessing = true;
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var args = Environment.GetCommandLineArgs();
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if (args.Contains("--advDebugging"))
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{
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SMRenderer.AdvancedDebugging = true;
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GLSettings.InfoEveryUniform = true;
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}
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Log.Init();
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Log.Write("#", ConsoleColor.Cyan, "----------------------",
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"--- OpenGL Loading ---",
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"----------------------------------",
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$"--- {"DeviceVersion",14}: {GLSystem.DeviceVersion,-10} ---",
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$"--- {"ForcedVersion",14}: {GLSettings.ForcedVersion,-10} ---",
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$"--- {"ShadingVersion",14}: {GLSystem.ShadingVersion,-10} ---",
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$"--- {"Debugging",14}: {GLSystem.Debugging,-10} ---",
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$"--- {"AdvDebugging",14}: {SMRenderer.AdvancedDebugging,-10} ---",
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"----------------------------------");
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if (SMRenderer.AdvancedDebugging) Log.Write("Extension", ConsoleColor.DarkCyan, GLSystem.Extensions);
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ExtensionManager.InitExtensions();
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}
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internal static void Resize(IGenericWindow window)
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{
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window.Aspect = (float) window.Width / window.Height;
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window.WorldScale = new Vector2(window.Width, window.Height);
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window.SetWorldScale();
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GL.Viewport(window.ClientRectangle);
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}
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internal static void Resize<TScene, TCamera>(IGenericWindow<TScene, TCamera> window)
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where TScene : GenericScene, new()
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where TCamera : GenericCamera, new()
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{
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window.ViewportCamera.RecalculateWorld(window.WorldScale, window.Aspect);
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window.RenderPipeline?.Resize();
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PostProcessEffect.Model = Matrix4.CreateScale(window.WorldScale.X, -window.WorldScale.Y, 1);
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PostProcessEffect.Mvp = PostProcessEffect.Model *
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Matrix4.LookAt(0, 0, 1, 0, 0, 0, 0, 1, 0) *
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GenericCamera.OrthographicWorld;
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}
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internal static void Render<TScene, TCamera>(IGenericWindow<TScene, TCamera> window, float deltatime)
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where TScene : GenericScene, new()
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where TCamera : GenericCamera, new()
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{
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if (window.CurrentScene == null) return;
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SMRenderer.CurrentFrame++;
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Deltatime.RenderDelta = deltatime;
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var drawContext = new DrawContext
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{
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ForceViewport = window.ForceViewportCamera,
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ActiveScene = window.CurrentScene,
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Window = window,
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Instances = new[]
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{
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new Instance
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{ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One}
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},
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Mesh = Plate.Object,
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WorldScale = window.WorldScale,
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LastPassthough = window,
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ShaderArguments = new Dictionary<string, object>(),
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World = window.ViewportCamera.World,
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View = window.ViewportCamera.CalculateViewMatrix(),
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ModelMaster = Matrix4.Identity
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};
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window.RenderPipeline?.Render(ref drawContext);
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}
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}
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}
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