Commit graph

41 commits

Author SHA1 Message Date
Michel Fedde
31777faa11 #MERGE 2021-03-18 09:23:35 +01:00
Michel Fedde
3e635aa57d Test & Small fixes 2021-03-18 09:23:00 +01:00
Michel Fedde
c933f04f26 Fixed issues after merging 2021-03-17 19:39:29 +01:00
Michel Fedde
cf22c67e6f #MERGE 21eaa49 & 777c2f62 2021-03-17 17:14:56 +01:00
Michel Fedde
8665b5b709 Added missing summeries #1 2021-03-17 17:09:59 +01:00
Michel Fedde
21eaaa4900 Added FixedUpdates 2021-03-17 14:12:31 +01:00
Michel Fedde
777c2f6256 Improved Bloom Effect 2021-03-17 11:21:07 +01:00
Michel Fedde
03d99ea28e BloomEffect fixed _source, fixed basic.glsl 2021-03-15 18:18:51 +01:00
Michel Fedde
5bb690e45f 2021-15-03
+ GenericTransformation.InWorldSpace (Merges the object transformation and the last master transformation)
+ Ray class for Raycasting (may not work correctly)
+ Util.CallGarbageCollector() can call the garbage collector.
+ GLWindow.WindowFlags allow to easly switch between Window <-> Borderless Window (this will cause the window to fill the entire screen) <-> Exclusive Fullscreen.

~ Made the bloom-texture scale a constructor-parameter.

SM.OGL:
+ OpenGL-GarbageCollector integration.
+ BoundingBox.GetBounds(Matrix4, out Vector3,out Vector3) allows for easy transformation of the bounding box.
+ GLObjects can now marked as not compiled. Where it always returns false at WasCompiled.

SM2D:
~ Improved the Mouse2D.MouseOver Algorithm.
2021-03-15 18:11:58 +01:00
Michel Fedde
4efc47d75a 2021-03-07
+ IScriptable can now be disabled instancewise
+ IShowItem can disable rendering.

~ SM.Base.Mesh has now ILineMesh

- IGenericWindow.AspectRatioReverse
2021-03-07 12:30:54 +01:00
Michel Fedde
c6bf5c75bc 2021-04-03
+ Added Field to DrawingBasis to enfore PrimitiveTypes
+ LastObject to context for Debugging
+ AppendRenderbuffer to Framebuffer

~ Added a depthbuffer to RenderPipeline.CreateWindowFramebuffer
~ Proper ZIndices over Z-Translation and DepthBuffer
~ Made "ShaderArguments["LineWidth"]" set the LineWidth even if the object isn't maked as LineMesh
~ Made that the SM2D.PolygonVertex can translate OpenTK.Vector2 by itself.
~ Made the SM2D.Transformation.ZIndex a CVector1 instead a float
2021-03-04 22:17:03 +01:00
Michel Fedde
a7c71e7ea1 Loads and loads of small improvements I added while developing on my game 2021-03-02 19:54:19 +01:00
Michel Fedde
41421b1df9 + WPF Support 2021-01-31 12:54:50 +01:00
Michel Fedde
6f23a80f7f 17.01.2021
+ WPF-Support
+ Game Controller System
+ GameKeybind System

+ SM_WPF_TEST
2021-01-17 21:13:37 +01:00
Michel Fedde
af90d617d3 Improved Bloom-Effect
[Can be now used, instead of filling another HDR-ColorAttachment, you just "overfill" the "color" buffer.]
2021-01-06 17:12:16 +01:00
Michel Fedde
4c18127c88 05.01.2021
+ Bloom effect
+ PixelInformation
+ Many Summaries
+ Add-methods for CVectors
+ Exposure-Field in GenericCamera for HDR.

~ ColorAttachments now can have PixelInformation
~ Transformed MeshAttributes to a own class
~ Fixed the non-applying of transformations at texts
~ Added more information to the context
~ Improved Pipeline-Process.
~ Changed how Uniform takes arrays

- Light system
2021-01-06 17:04:15 +01:00
Michel Fedde
9b917ac181 + comments to the SM.Base
+ Length, Normalize methods for CVectors
2020-12-19 20:49:16 +01:00
Michel Fedde
5d4b360b05 ~ Changed Pipelines
(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.)
(Basic2DPipeline: Simple Color and Texture stuff, thats it)
2020-12-19 18:31:44 +01:00
Michel Fedde
1551af28cc Reimplermented CVectors (except CVector4) 2020-12-14 16:04:55 +01:00
Michel Fedde
e88d972ecc Continued with lighting 2020-12-14 15:52:14 +01:00
Michel Fedde
597a14743b Added Ambient-Light 2020-12-13 16:30:57 +01:00
Michel Fedde
e4e7db8dc0 Improved PostProcessing System 2020-12-13 16:13:00 +01:00
Michel Fedde
fd53c73fa7 Fixed Shader Instancing (with that particles and Text, aswell) 2020-12-13 14:21:06 +01:00
Michel Fedde
57fb71d01b + Texture.Aspect
+ Transformation.ApplyTextureSize(Texture texture) & Transformation.ApplyTextureSize(Texture texture, float width)
2020-12-13 13:34:30 +01:00
Michel Fedde
fca5502550 Fixed UVs in Plate 2020-12-13 13:06:28 +01:00
Michel Fedde
2e7051d800 + AxisHelper
~ Transformation can now set to be ignored. (Sending a Identity, when requested)
~ Changed how Meshes store Attributes
2020-12-13 13:03:57 +01:00
Michel Fedde
0895c600cf Merged SM2D.DrawColor/DrawComplex/DrawPolygon/DrawShader/DrawTexture into DrawObject2D 2020-12-12 11:00:59 +01:00
Michel Fedde
beb9c19081 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"
2020-10-28 18:19:15 +01:00
Michel Fedde
03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00
Michel Fedde
2c00dbd31a 07.10.2020
+ Parent, Name and Flags to objects.

~ Improved Matrix calculations
2020-10-08 12:25:20 +02:00
Michel Fedde
1f4fb7e560 fixed GL issue, where ids were not right returned 2020-10-06 16:56:58 +02:00
Michel Fedde
820d6ce700 04.10.2020
+ render pipeline system for more control about the renderering.
+ Log system
+ Framebuffer system

~ Default shader was moved to pipelines.
2020-10-04 16:31:48 +02:00
Michel Fedde
97e638d9d9 01.10.2020
+ Time controls (Stopwatch, Timers, Intervals)
+ Added smmeries to everything in SM.Base

~ Renamed Vectors to CVectors.
2020-10-01 15:39:03 +02:00
Michel Fedde
7acdba92f8 30.09.2020
+ Mouse support
+ Started to add summaries to SM.Base
2020-09-30 21:26:42 +02:00
Michel Fedde
2aa12f8d25 27.09.2020
~ Moved Default-Shader to 2D to provied 2D-specific feature
~ Fixed UVs in Polygon
2020-09-27 11:58:14 +02:00
Michel Fedde
617a7ef044 26.09.2020
+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
2020-09-26 23:40:16 +02:00
Michel Fedde
c4a0847567 20.09.2020
+ Instance Drawing
+ Text and Font

~ Made "DrawBackground" forced Background for 2D

- DrawEmpty
2020-09-20 18:29:09 +02:00
Michel Fedde
acccf5f0e7 19.09.2020
+ Vector-classes
+ Added Background
~ Changed OpenTK.Vector2 to SM.Base.Types.Vector2
2020-09-19 19:04:19 +02:00
Michel Fedde
a603ecc417 18.09.2020
+ Textures
~ Changed 2D coordnate system to lower right as XY+
2020-09-19 15:04:04 +02:00
Michel Fedde
589d131246 17.09.2020
+ Generic Scene
+ Generic Camera
+ Generic Window
+ Contexts for drawing and updateing

+ very basic 2D-implermention
2020-09-17 21:28:16 +02:00
Michel Fedde
9889366317 16.09.2020
~ Fixed shading import
~ Fixed "Plate" mesh
~ Move the dll files into "SMCode"
2020-09-16 19:12:53 +02:00