~ 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.
74 lines
No EOL
1.6 KiB
C#
74 lines
No EOL
1.6 KiB
C#
#region usings
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using System.Collections.Generic;
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using System.Drawing;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.Base.Textures;
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using SM.OGL.Texture;
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#endregion
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namespace SM2D.Drawing
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{
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public class DrawBackground : IBackgroundItem
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{
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private Material _material = new Material();
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public DrawBackground(Color4 color)
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{
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Color = color;
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}
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public DrawBackground(Bitmap texture)
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{
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Texture = (Texture) texture;
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}
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public DrawBackground(Bitmap texture, Color4 tint)
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{
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Color = tint;
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Texture = (Texture) texture;
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}
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public Color4 Color
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{
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get => _material.Tint;
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set => _material.Tint = value;
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}
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public TextureBase Texture
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{
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get => _material.Texture;
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set => _material.Texture = value;
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}
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public object Parent { get; set; }
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public string Name { get; set; } = "Background";
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public ICollection<string> Flags { get; set; } = new string[0];
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public void Update(UpdateContext context)
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{
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}
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public void Draw(DrawContext context)
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{
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context.Material = _material;
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context.Mesh = Plate.Object;
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context.Instances[0].ModelMatrix = Matrix4.CreateScale(context.WorldScale.X, context.WorldScale.Y, 1);
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context.Shader.Draw(context);
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}
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public void OnAdded(object sender)
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{
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}
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public void OnRemoved(object sender)
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{
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}
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}
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} |