+ render pipeline system for more control about the renderering. + Log system + Framebuffer system ~ Default shader was moved to pipelines.
23 lines
No EOL
618 B
C#
23 lines
No EOL
618 B
C#
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.Scene;
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using SM.OGL.Framebuffer;
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using SM2D.Shader;
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namespace SM2D.Pipelines
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{
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public class Basic2DPipeline : RenderPipeline<Scene.Scene>
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{
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protected override IShader _defaultShader { get; } = Default2DShader.Shader;
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protected override void Render(ref DrawContext context, Scene.Scene scene)
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{
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base.Render(ref context, scene);
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Framebuffer.Screen.Activate(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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scene.Draw(context);
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}
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}
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} |