smrendererv3/SMCode/SM.Base/SMRenderer.cs
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

60 lines
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1.6 KiB
C#

#region usings
using SM.Base.Drawing;
using SM.Base.Drawing.Text;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.OGL.Mesh;
using SM.OGL.Shaders;
using SM.Utility;
#endregion
namespace SM.Base
{
/// <summary>
/// Contains different information about this renderer.
/// </summary>
public class SMRenderer
{
/// <summary>
/// Defines, how many instances the 'SM_base_vertex_basic'-extension can handle.
/// </summary>
public const int MaxInstances = 32;
/// <summary>
/// The default mesh.
/// </summary>
public static GenericMesh DefaultMesh = Plate.Object;
/// <summary>
/// The default font.
/// </summary>
public static Font DefaultFont;
/// <summary>
/// The default deltatime helper.
/// </summary>
public static Deltatime DefaultDeltatime = new Deltatime();
/// <summary>
/// The default material shader.
/// </summary>
public static MaterialShader DefaultMaterialShader;
/// <summary>
/// Shows more information onto the log system.
/// </summary>
public static bool AdvancedDebugging = false;
/// <summary>
/// Current Frame
/// </summary>
public static ulong CurrentFrame { get; internal set; } = 0;
/// <summary>
/// Represents the current active window.
/// </summary>
public static GenericWindow CurrentWindow { get; internal set; }
}
}