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"
60 lines
No EOL
1.6 KiB
C#
60 lines
No EOL
1.6 KiB
C#
#region usings
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using SM.Base.Drawing;
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using SM.Base.Drawing.Text;
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using SM.Base.Objects.Static;
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using SM.Base.Scene;
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using SM.OGL.Mesh;
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using SM.OGL.Shaders;
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using SM.Utility;
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#endregion
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namespace SM.Base
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{
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/// <summary>
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/// Contains different information about this renderer.
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/// </summary>
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public class SMRenderer
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{
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/// <summary>
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/// Defines, how many instances the 'SM_base_vertex_basic'-extension can handle.
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/// </summary>
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public const int MaxInstances = 32;
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/// <summary>
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/// The default mesh.
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/// </summary>
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public static GenericMesh DefaultMesh = Plate.Object;
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/// <summary>
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/// The default font.
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/// </summary>
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public static Font DefaultFont;
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/// <summary>
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/// The default deltatime helper.
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/// </summary>
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public static Deltatime DefaultDeltatime = new Deltatime();
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/// <summary>
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/// The default material shader.
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/// </summary>
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public static MaterialShader DefaultMaterialShader;
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/// <summary>
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/// Shows more information onto the log system.
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/// </summary>
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public static bool AdvancedDebugging = false;
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/// <summary>
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/// Current Frame
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/// </summary>
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public static ulong CurrentFrame { get; internal set; } = 0;
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/// <summary>
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/// Represents the current active window.
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/// </summary>
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public static GenericWindow CurrentWindow { get; internal set; }
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}
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} |