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"
This commit is contained in:
Michel Fedde 2020-10-28 18:19:15 +01:00
parent 03b3942732
commit beb9c19081
45 changed files with 580 additions and 190 deletions

View file

@ -5,6 +5,7 @@ using System.Drawing;
using OpenTK;
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.Base.Textures;

View file

@ -1,4 +1,5 @@
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM2D.Scene;

View file

@ -2,6 +2,7 @@
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM2D.Scene;
using SM2D.Types;
@ -31,8 +32,6 @@ namespace SM2D.Drawing
protected override void DrawContext(ref DrawContext context)
{
context.Instances[0].ModelMatrix = Transform.GetMatrix();
context.Shader.Draw(context);
}
}

View file

@ -1,6 +1,7 @@
#region usings
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.OGL.Mesh;
using SM2D.Scene;
@ -28,7 +29,7 @@ namespace SM2D.Drawing
protected override void DrawContext(ref DrawContext context)
{
context.Instances[0].ModelMatrix = Transform.GetMatrix();
base.DrawContext(ref context);
context.Shader.Draw(context);
}

View file

@ -0,0 +1,34 @@
using System;
using OpenTK;
using SM.Base.Drawing.Particles;
using SM.Utility;
using SM2D.Scene;
using SM2D.Types;
namespace SM2D.Drawing
{
public class DrawParticles : ParticleDrawingBasis<Transformation, Vector2>, I2DShowItem
{
public int ZIndex { get; set; }
public override Func<Vector2, ParticleContext, Vector2> MovementCalculation { get; set; } = ParticleMovement.Default2D;
public DrawParticles(TimeSpan duration) : base(duration)
{
}
protected override ParticleStruct<Vector2> CreateObject(int index)
{
return new ParticleStruct<Vector2>()
{
Matrix = Matrix4.CreateScale(1),
Direction = new Vector2(Randomize.GetFloat(-1, 1), Randomize.GetFloat(-1, 1)),
Speed = Randomize.GetFloat(MaxSpeed)
};
}
protected override Matrix4 CreateMatrix(ParticleStruct<Vector2> Struct, Vector2 direction)
{
return Struct.Matrix * Matrix4.CreateTranslation(direction.X, direction.Y, 0);
}
}
}

View file

@ -1,4 +1,5 @@
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM2D.Scene;
using SM2D.Types;
@ -16,8 +17,7 @@ namespace SM2D.Drawing
protected override void DrawContext(ref DrawContext context)
{
context.Instances[0].ModelMatrix = Transform.GetMatrix();
base.DrawContext(ref context);
_material.CustomShader.Draw(context);
}
}

View file

@ -1,7 +1,7 @@
#region usings
using SM.Base.Contexts;
using SM.Base.Text;
using SM.Base.Drawing.Text;
using SM.Base.Types;
using SM2D.Scene;
using SM2D.Types;
@ -24,9 +24,7 @@ namespace SM2D.Drawing
{
base.DrawContext(ref context);
context.Instances = _instances;
context.View = Transform.GetMatrix() * context.View;
context.Shader.Draw(context);
}
}

View file

@ -44,6 +44,7 @@
<Compile Include="Drawing\DrawBackgroundShader.cs" />
<Compile Include="Drawing\DrawColor.cs" />
<Compile Include="Drawing\DrawComplex.cs" />
<Compile Include="Drawing\DrawParticles.cs" />
<Compile Include="Drawing\DrawPolygon.cs" />
<Compile Include="Drawing\DrawShader.cs" />
<Compile Include="Drawing\DrawText.cs" />
@ -71,13 +72,10 @@
<Name>SM.OGL</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Shader\ShaderFiles\default.frag" />
<EmbeddedResource Include="Shader\ShaderFiles\default.vert" />
</ItemGroup>
<ItemGroup>
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
<EmbeddedResource Include="Shader\ShaderFiles\default.glsl" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

View file

@ -21,7 +21,7 @@ namespace SM2D.Scene
public override void RecalculateWorld(Vector2 world, float aspect)
{
OrthographicWorld =
Matrix4.CreateOrthographicOffCenter(-world.X / 2, world.X / 2, world.Y / 2, -world.Y / 2, 0.1f, 4f);
Matrix4.CreateOrthographic(world.X, world.Y, 0.1f, 100f);
}
}
}

View file

@ -2,6 +2,7 @@
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.OGL.Shaders;
using SM.Utility;
@ -13,12 +14,9 @@ namespace SM2D.Shader
public class Default2DShader : MaterialShader
{
public static Default2DShader MaterialShader = new Default2DShader();
//protected override bool AutoCompile { get; } = true;
private Default2DShader() : base(new ShaderFileCollection(
AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.vert"),
AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.frag")))
private Default2DShader() : base(AssemblyUtility.ReadAssemblyFile("SM2D.Shader.ShaderFiles.default.glsl"))
{
Load();
}
@ -32,7 +30,7 @@ namespace SM2D.Shader
Uniforms.GetArray("Instances").Set((i, uniforms) =>
{
if (i >= context.Instances.Length) return false;
if (i >= context.Instances.Count) return false;
var instance = context.Instances[i];
uniforms["ModelMatrix"].SetMatrix4(instance.ModelMatrix);
@ -46,7 +44,7 @@ namespace SM2D.Shader
Uniforms["Tint"].SetUniform4(context.Material.Tint);
Uniforms["Texture"].SetTexture(context.Material.Texture, Uniforms["UseTexture"]);
DrawObject(context.Mesh, context.Instances.Length);
DrawObject(context.Mesh, context.Instances.Count);
}
}
}

View file

@ -1,15 +0,0 @@
#version 330
in vec2 vTexture;
in vec4 vColor;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void main() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
}

View file

@ -0,0 +1,29 @@
#version 330
//# region vertex
//# import SM_base_vertex_basic
void ApplyTexModifier();
void CheckVertexColor();
void ApplyModelTransformation();
void vmain() {
ApplyTexModifier();
CheckVertexColor();
ApplyModelTransformation();
}
//# region fragment
in vec2 vTexture;
in vec4 vColor;
uniform vec4 Tint;
uniform bool UseTexture;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void fmain() {
color = vColor * Tint;
if (UseTexture) color *= texture(Texture, vTexture);
}

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@ -1,12 +0,0 @@
#version 330
//# import SM_base_vertex_basic
void ApplyTexModifier();
void CheckVertexColor();
void ApplyModelTransformation();
void main() {
ApplyTexModifier();
CheckVertexColor();
ApplyModelTransformation();
}

View file

@ -1,6 +1,7 @@
#region usings
using OpenTK;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.Base.Types;
using SM.Utility;