Loads and loads of small improvements I added while developing on my game
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41421b1df9
commit
a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions
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@ -1,7 +1,9 @@
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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.Input;
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using SM.Base;
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using SM.Base.Windows;
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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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@ -15,7 +17,7 @@ namespace SM_TEST
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{
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static Scene scene;
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private static Font font;
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private static GLWindow2D window;
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private static GLWindow window;
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static void Main(string[] args)
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{
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font = new Font(@"C:\Windows\Fonts\Arial.ttf")
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@ -25,8 +27,8 @@ namespace SM_TEST
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Log.SetLogFile(compressionFolder:"logs");
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window = new GLWindow2D {Scaling = new Vector2(0, 1000), VSync = VSyncMode.Off};
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//window.GrabCursor();
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window = new GLWindow {VSync = VSyncMode.Off};
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window.ApplySetup(new Window2DSetup() {WorldScale = new Vector2(0,1000)});
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window.SetRenderPipeline(new TestRenderPipeline());
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window.SetScene(scene = new Scene());
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window.Load += WindowOnLoad;
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@ -45,15 +47,16 @@ namespace SM_TEST
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GameControllerState s2 = new GameController(1).GetState();
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}
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private static void WindowOnLoad(object sender, EventArgs e)
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private static void WindowOnLoad(IGenericWindow window)
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{
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scene.ShowAxisHelper = true;
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//scene.Background.Color = Color4.White;
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DrawObject2D box = new DrawObject2D();
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scene.Objects.Add(box);
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DrawText text = new DrawText(font, "Text");
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text.Transform.Position.Set(0, 0);
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text.Transform.Position.Set(50, 0);
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text.Transform.Size.Set(2);
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scene.Objects.Add(text);
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@ -1,39 +1,40 @@
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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.Contexts;
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using SM.Base;
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using SM.Base.Drawing;
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using SM.Base.PostEffects;
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using SM.Base.Windows;
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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<Scene>
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public class TestRenderPipeline : RenderPipeline
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{
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private BloomEffect _bloom;
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protected override void Initialization(GenericWindow window)
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public override void Initialization()
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{
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base.Initialization(window);
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_bloom = new BloomEffect(1);
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MainFramebuffer = CreateWindowFramebuffer();
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_bloom.Initilize(this);
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base.Initialization();
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}
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protected override void RenderProcess(ref DrawContext context, Scene scene)
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protected override void RenderProcess(ref DrawContext context)
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{
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MainFramebuffer.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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scene.DrawBackground(context);
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scene.DrawMainObjects(context);
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context.Scene.DrawBackground(context);
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context.Scene.DrawMainObjects(context);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_bloom.Draw(context);
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scene.DrawHUD(context);
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scene.DrawDebug(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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}
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