~ 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.
52 lines
No EOL
1.2 KiB
C#
52 lines
No EOL
1.2 KiB
C#
#region usings
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Mesh;
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#endregion
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namespace SM.Base.Objects.Static
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{
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/// <summary>
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/// A basic plate
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/// </summary>
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public class Plate : GenericMesh
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{
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/// <summary>
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/// The object.
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/// </summary>
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public static Plate Object = new Plate();
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//public override int[] Indices { get; set; } = new[] {0, 1, 2, 3};
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private Plate()
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{
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}
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/// <inheritdoc />
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public override VBO Vertex { get; } = new VBO
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{
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{-.5f, -.5f, 0},
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{-.5f, .5f, 0},
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{.5f, .5f, 0},
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{.5f, -.5f, 0}
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};
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/// <inheritdoc />
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public override VBO UVs { get; } = new VBO(pointerSize: 2)
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{
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{0, 0},
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{0, 1},
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{1, 1},
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{1, 0}
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};
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/// <inheritdoc />
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public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Quads;
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/// <inheritdoc />
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public override BoundingBox BoundingBox { get; } =
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new BoundingBox(new Vector3(-.5f, -.5f, 0), new Vector3(.5f, .5f, 0));
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}
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} |