+ 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
37 lines
No EOL
1.3 KiB
C#
37 lines
No EOL
1.3 KiB
C#
using System.Collections.Generic;
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using OpenTK;
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using SM.Base.Contexts;
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namespace SM.Base.Scene
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{
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public abstract class GenericScene<TCamera, TItem> : IShowCollection<TItem>
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where TCamera : GenericCamera, new()
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where TItem : IShowItem
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{
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protected IBackgroundItem _background;
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public List<TItem> HUD { get; } = new List<TItem>();
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public List<TItem> Objects { get; } = new List<TItem>();
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public TCamera Camera { get; set; }
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public TCamera BackgroundCamera { get; set; } = new TCamera();
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public TCamera HUDCamera { get; set; } = new TCamera();
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public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
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public virtual void Draw(DrawContext context)
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{
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if (!context.ForceViewport && Camera != null) context.View = Camera.ViewMatrix;
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DrawContext backgroundDrawContext = context;
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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_background?.Draw(backgroundDrawContext);
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for(int i = 0; i < Objects.Count; i++)
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Objects[i].Draw(context);
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context.View = HUDCamera.CalculateViewMatrix();
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for (int i = 0; i < HUD.Count; i++)
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HUD[i].Draw(context);
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}
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}
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} |