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
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@ -1,8 +1,9 @@
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#region usings
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using System.Collections.Generic;
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using SM.Base.Contexts;
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using SM.Base;
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using SM.Base.Scene;
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using SM.Base.Windows;
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using SM.OGL.Mesh;
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#endregion
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@ -12,17 +13,21 @@ namespace SM.Base.Drawing
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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public abstract class DrawingBasis : IShowItem
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public abstract class DrawingBasis : IShowItem, IModelItem
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{
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/// <summary>
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/// The material it should use.
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/// </summary>
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protected Material _material = new Material();
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public Material Material = new Material();
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/// <summary>
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/// The mesh it should use.
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/// </summary>
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protected GenericMesh _mesh = SMRenderer.DefaultMesh;
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public GenericMesh Mesh { get; set; } = SMRenderer.DefaultMesh;
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public ShaderArguments ShaderArguments => Material.ShaderArguments;
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public TextureTransformation TextureTransform = new TextureTransformation();
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/// <inheritdoc />
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public object Parent { get; set; }
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@ -36,15 +41,13 @@ namespace SM.Base.Drawing
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/// <summary>
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/// This value determents if the object should draw something.
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/// </summary>
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public bool Active = true;
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public bool Active { get; set; } = true;
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/// <inheritdoc />
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public void Draw(DrawContext context)
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{
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if (!Active) return;
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context.Material = _material;
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context.Mesh = _mesh;
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context.Material = Material;
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context.Mesh = Mesh;
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DrawContext(ref context);
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}
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@ -65,6 +68,7 @@ namespace SM.Base.Drawing
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/// <param name="context"></param>
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protected virtual void DrawContext(ref DrawContext context)
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{
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context.TextureMatrix *= TextureTransform.GetMatrix();
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}
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}
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@ -72,19 +76,20 @@ namespace SM.Base.Drawing
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/// Contains general basis systems for drawing objects.
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/// </summary>
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/// <typeparam name="TTransformation">The transformation type</typeparam>
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public abstract class DrawingBasis<TTransformation> : DrawingBasis
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public abstract class DrawingBasis<TTransformation> : DrawingBasis, IShowTransformItem<TTransformation>
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where TTransformation : GenericTransformation, new()
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{
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/// <summary>
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/// The current transformation.
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/// </summary>
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public TTransformation Transform = new TTransformation();
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public TTransformation Transform { get; set; } = new TTransformation();
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/// <inheritdoc />
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protected override void DrawContext(ref DrawContext context)
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{
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base.DrawContext(ref context);
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context.ModelMaster *= Transform.GetMatrix();
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Transform.LastMaster = context.ModelMatrix;
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context.ModelMatrix = Transform.MergeMatrix(context.ModelMatrix);
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}
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}
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}
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@ -16,6 +16,8 @@ namespace SM.Base.Drawing
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/// </summary>
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public bool Ignore = false;
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public Matrix4 LastMaster { get; internal set; }
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/// <summary>
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/// Contains the current model matrix.
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/// </summary>
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@ -43,6 +45,11 @@ namespace SM.Base.Drawing
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return _modelMatrix;
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}
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public Matrix4 MergeMatrix(Matrix4 matrix)
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{
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return GetMatrix() * matrix;
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}
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/// <summary>
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/// Calculates the current matrix.
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/// </summary>
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@ -16,14 +16,6 @@ namespace SM.Base.Drawing
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/// </summary>
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public Matrix4 ModelMatrix = Matrix4.Identity;
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/// <summary>
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/// The texture offset.
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/// </summary>
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public Vector2 TexturePosition = Vector2.Zero;
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/// <summary>
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/// The texture scale.
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/// </summary>
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public Vector2 TextureScale = Vector2.One;
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public Matrix3 TextureMatrix = Matrix3.Identity;
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}
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}
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@ -1,5 +1,6 @@
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#region usings
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using System.Collections.Generic;
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using OpenTK.Graphics;
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using SM.OGL.Texture;
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@ -26,5 +27,9 @@ namespace SM.Base.Drawing
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/// The tint or color.
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/// </summary>
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public Color4 Tint = Color4.White;
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public ShaderArguments ShaderArguments { get; internal set; } = new ShaderArguments();
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public bool Blending = false;
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}
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}
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@ -1,55 +0,0 @@
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#region usings
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Contexts;
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using SM.OGL.Shaders;
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#endregion
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namespace SM.Base.Drawing
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{
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/// <summary>
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/// A general class to work with material shaders properly.
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/// </summary>
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public abstract class MaterialShader : GenericShader
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{
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/// <inheritdoc />
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protected MaterialShader(string combinedData) : base(combinedData)
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{}
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/// <inheritdoc />
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protected MaterialShader(string vertex, string fragment) : base(vertex, fragment)
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{
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}
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/// <inheritdoc />
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protected MaterialShader(ShaderFileCollection shaderFileFiles) : base(shaderFileFiles)
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{
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}
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/// <summary>
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/// Prepares the context for the drawing.
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/// </summary>
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/// <param name="context">The context</param>
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public virtual void Draw(DrawContext context)
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{
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GL.UseProgram(this);
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GL.BindVertexArray(context.Mesh);
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DrawProcess(context);
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CleanUp();
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GL.UseProgram(0);
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context.ShaderArguments.Clear();
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}
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/// <summary>
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/// Draws the context.
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/// </summary>
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/// <param name="context"></param>
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protected abstract void DrawProcess(DrawContext context);
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}
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}
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@ -1,10 +1,11 @@
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using SM.Base.Contexts;
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using SM.Base;
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using SM.Base.Scene;
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using SM.Base.Time;
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using SM.Base.Types;
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using SM.Base.Windows;
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using SM.OGL.Shaders;
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namespace SM.Base.Drawing.Particles
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13
SMCode/SM.Base/Drawing/ShaderArguments.cs
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13
SMCode/SM.Base/Drawing/ShaderArguments.cs
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@ -0,0 +1,13 @@
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using System;
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using System.Collections.Generic;
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namespace SM.Base.Drawing
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{
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public class ShaderArguments : Dictionary<string, object>
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{
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public TType Get<TType>(string name, TType defaultValue = default)
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{
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return ContainsKey(name) ? (TType)this[name] : defaultValue;
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}
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}
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}
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@ -32,6 +32,8 @@ namespace SM.Base.Drawing.Text
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/// </summary>
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public float FontSize = 12;
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public float Spacing = 1;
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/// <summary>
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/// The font style.
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/// <para>Default: <see cref="System.Drawing.FontStyle.Regular" /></para>
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@ -3,7 +3,8 @@
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using System;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base;
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using SM.Base.Windows;
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#endregion
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@ -32,13 +33,19 @@ namespace SM.Base.Drawing.Text
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/// </summary>
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public float Spacing = 1;
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public float ActualSpacing => Spacing * Font.Spacing;
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public float Width;
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public float Height;
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/// <summary>
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/// Creates a text object with a font.
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/// </summary>
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/// <param name="font">The font.</param>
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protected TextDrawingBasis(Font font)
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{
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_material.Texture = font;
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Material.Texture = font;
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Material.Blending = true;
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}
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/// <summary>
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/// </summary>
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public Font Font
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{
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get => (Font) _material.Texture;
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get => (Font) Material.Texture;
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set
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{
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_material.Texture = value;
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Material.Texture = value;
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GenerateMatrixes();
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}
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}
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/// </summary>
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public Color4 Color
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{
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get => _material.Tint;
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set => _material.Tint = value;
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get => Material.Tint;
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set => Material.Tint = value;
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}
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{
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if (!Font.WasCompiled) Font.RegenerateTexture();
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_text = _text.Replace("\r\n", "\n").Replace("\t", " ");
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_instances = new Instance[_text.Length];
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float x = 0;
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float y = 0;
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var _last = new CharParameter();
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for (var i = 0; i < _text.Length; i++)
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{
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if (_text[i] == 32)
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if (_text[i] == ' ')
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{
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x += _last.Width * Spacing;
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x += Font.FontSize * ActualSpacing;
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continue;
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}
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if (_text[i] == '\n')
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{
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y += Font.Height;
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Width = Math.Max(Width, x);
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x = 0;
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continue;
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}
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@ -115,17 +133,19 @@ namespace SM.Base.Drawing.Text
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}
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var matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) *
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Matrix4.CreateTranslation(x, 0, 0);
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Matrix4.CreateTranslation(x, -y, 0);
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_instances[i] = new Instance
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{
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ModelMatrix = matrix,
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TexturePosition = new Vector2(parameter.NormalizedX, 0),
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TextureScale = new Vector2(parameter.NormalizedWidth, 1)
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TextureMatrix = TextureTransformation.CalculateMatrix(new Vector2(parameter.NormalizedX, 0), new Vector2(parameter.NormalizedWidth, 1), 0),
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};
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x += parameter.Width * Spacing;
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x += parameter.Width * ActualSpacing;
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_last = parameter;
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}
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Width = Math.Max(Width, x);
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Height = y + Font.Height;
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}
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}
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}
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26
SMCode/SM.Base/Drawing/TextureTransformation.cs
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26
SMCode/SM.Base/Drawing/TextureTransformation.cs
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@ -0,0 +1,26 @@
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using System;
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using OpenTK;
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using SM.Base.Types;
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namespace SM.Base.Drawing
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{
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public class TextureTransformation
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{
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public CVector2 Offset = new CVector2(0);
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public CVector2 Scale = new CVector2(1);
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public CVector1 Rotation = new CVector1(0);
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public Matrix3 GetMatrix()
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{
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return CalculateMatrix(Offset, Scale, Rotation);
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}
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public static Matrix3 CalculateMatrix(Vector2 offset, Vector2 scale, float rotation)
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{
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float radians = MathHelper.DegreesToRadians(rotation);
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Matrix3 result = Matrix3.CreateScale(scale.X, scale.Y, 1) * Matrix3.CreateRotationZ(radians);
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result.Row2 = new Vector3(offset.X, offset.Y, 1);
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return result;
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}
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}
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}
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