smrendererv3/SMCode/SM.Base/Scene/GenericScene.cs
Michel Fedde 617a7ef044 26.09.2020
+ 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
2020-09-26 23:40:16 +02:00

37 lines
No EOL
1.3 KiB
C#

using System.Collections.Generic;
using OpenTK;
using SM.Base.Contexts;
namespace SM.Base.Scene
{
public abstract class GenericScene<TCamera, TItem> : IShowCollection<TItem>
where TCamera : GenericCamera, new()
where TItem : IShowItem
{
protected IBackgroundItem _background;
public List<TItem> HUD { get; } = new List<TItem>();
public List<TItem> Objects { get; } = new List<TItem>();
public TCamera Camera { get; set; }
public TCamera BackgroundCamera { get; set; } = new TCamera();
public TCamera HUDCamera { get; set; } = new TCamera();
public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
public virtual void Draw(DrawContext context)
{
if (!context.ForceViewport && Camera != null) context.View = Camera.ViewMatrix;
DrawContext backgroundDrawContext = context;
backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
_background?.Draw(backgroundDrawContext);
for(int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context);
context.View = HUDCamera.CalculateViewMatrix();
for (int i = 0; i < HUD.Count; i++)
HUD[i].Draw(context);
}
}
}