smrendererv3/SMCode/SM.Base/Window/Contexts/DrawContext.cs
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

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1.8 KiB
C#

#region usings
using OpenTK;
using SM.Base.Scene;
using SM.OGL.Mesh;
#endregion
namespace SM.Base.Contexts
{
/// <summary>
/// Contains important information for drawing.
/// </summary>
public struct DrawContext
{
/// <summary>
/// This says if it was forced to use the viewport camera.
/// </summary>
public bool ForceViewport;
/// <summary>
/// The current world matrix.
/// </summary>
public Matrix4 World;
/// <summary>
/// The current view matrix.
/// </summary>
public Matrix4 View;
/// <summary>
/// The master model matrix.
/// </summary>
public Matrix4 ModelMaster;
/// <summary>
/// The drawing instances.
/// <para>If there is only one, it's index 0</para>
/// </summary>
public Instance[] Instances;
/// <summary>
/// The mesh.
/// </summary>
public GenericMesh Mesh;
/// <summary>
/// The material.
/// </summary>
public Material Material;
/// <summary>
/// Contains the currently used render pipeline.
/// </summary>
public RenderPipeline ActivePipeline;
/// <summary>
/// The current world scale.
/// </summary>
public Vector2 WorldScale;
/// <summary>
/// Returns the appropriate shader.
/// <para>
/// Returns the material shader, if available, otherwise it will take the default shader from the render
/// pipeline.
/// </para>
/// </summary>
public MaterialShader Shader => Material.CustomShader ?? ActivePipeline._defaultShader;
}
}