smrendererv3/SMCode/SM2D/Drawing/DrawObject2D.cs
Michel Fedde 4c18127c88 05.01.2021
+ Bloom effect
+ PixelInformation
+ Many Summaries
+ Add-methods for CVectors
+ Exposure-Field in GenericCamera for HDR.

~ ColorAttachments now can have PixelInformation
~ Transformed MeshAttributes to a own class
~ Fixed the non-applying of transformations at texts
~ Added more information to the context
~ Improved Pipeline-Process.
~ Changed how Uniform takes arrays

- Light system
2021-01-06 17:04:15 +01:00

69 lines
No EOL
1.8 KiB
C#

using System.Collections.Generic;
using System.Drawing;
using OpenTK;
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Objects;
using SM.Base.Textures;
using SM2D.Object;
using SM2D.Scene;
using SM2D.Types;
namespace SM2D.Drawing
{
public class DrawObject2D : DrawingBasis<Transformation>, I2DShowItem
{
public int ZIndex { get; set; }
public Texture Texture
{
get => (Texture) _material.Texture;
set => _material.Texture = value;
}
public Color4 Color
{
get => _material.Tint;
set => _material.Tint = value;
}
protected override void DrawContext(ref DrawContext context)
{
base.DrawContext(ref context);
context.Shader.Draw(context);
}
public Material GetMaterialReference() => _material;
public void SetMaterialReference(Material material) => _material = material;
public void SetShader(MaterialShader shader) => _material.CustomShader = shader;
public Polygon ApplyPolygon(ICollection<Vector2> vertices)
{
Polygon polygon = new Polygon(vertices);
_mesh = polygon;
return polygon;
}
public Polygon ApplyPolygon(ICollection<PolygonVertex> vertices)
{
Polygon polygon = new Polygon(vertices);
_mesh = polygon;
return polygon;
}
public void ApplyPolygon(Polygon polygon)
{
_mesh = polygon;
}
public void ApplyMesh(Mesh mesh) => _mesh = mesh;
public Polygon ApplyCircle(int segments = 32)
{
Polygon pol = Polygon.GenerateCircle(segments);
_mesh = pol;
return pol;
}
}
}