28.10.2020
SM.Core: + Particle System + scriptable system for scripts ~ Moved Texts- and Particles-namespace to SM.Base.Drawing ~ Changed how you tell the stopwatch to pause. (From method to property) ~ Fixed Randomize.GetFloat(min, max) ~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore. SM.OGL: + "one-file-shader"-support SM2D: + DrawParticles (Control for Texture and Color not there yet) ~ Changed coordnate system to upper-right as (1,1) ~ Changed default shader to "one-file-shader"
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parent
03b3942732
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beb9c19081
45 changed files with 580 additions and 190 deletions
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@ -8,6 +8,7 @@ using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Input;
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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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@ -38,6 +39,12 @@ namespace SM.Base
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/// </summary>
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public float Aspect { get; private set; }
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/// <summary>
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/// If false, the window will not react on updates and will not render something.
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/// <para>
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/// Default: false
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/// </para>
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/// </summary>
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public bool ReactWhileUnfocused = false;
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/// <inheritdoc />
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@ -45,6 +52,9 @@ namespace SM.Base
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{
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}
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/// <summary>
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/// Creates a window...
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/// </summary>
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protected GenericWindow(int width, int height, string title, GameWindowFlags flags, bool vSync = true) : base(width, height,
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GraphicsMode.Default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion,
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GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
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@ -56,6 +66,8 @@ namespace SM.Base
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/// <inheritdoc />
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protected override void OnLoad(EventArgs e)
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{
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SMRenderer.CurrentWindow = this;
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GLSystem.INIT_SYSTEM();
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GLSettings.ShaderPreProcessing = true;
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@ -251,7 +263,8 @@ namespace SM.Base
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},
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Mesh = Plate.Object,
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ForceViewport = ForceViewportCamera,
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WorldScale = _worldScale
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WorldScale = _worldScale,
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LastPassthough = this
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};
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base.OnRenderFrame(e);
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