+ render pipeline system for more control about the renderering. + Log system + Framebuffer system ~ Default shader was moved to pipelines.
53 lines
No EOL
1.7 KiB
C#
53 lines
No EOL
1.7 KiB
C#
using System.Collections.Generic;
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using SM.Base.Contexts;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains a list of show items.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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public abstract class GenericItemCollection<TItem> : List<TItem>, IShowItem, IShowCollection<TItem>
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where TItem : IShowItem
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{
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/// <inheritdoc />
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public List<TItem> Objects => this;
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/// <inheritdoc />
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public void Update(UpdateContext context)
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{
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for(int i = 0; i < Objects.Count; i++)
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this[i].Update(context);
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}
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/// <inheritdoc cref="IShowCollection{TItem}.Draw" />
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public virtual void Draw(DrawContext context)
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{
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for (int i = 0; i < Objects.Count; i++)
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this[i].Draw(context);
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}
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}
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/// <summary>
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/// Contains a list of show items with transformation.
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/// </summary>
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/// <typeparam name="TItem">The type of show items.</typeparam>
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/// <typeparam name="TTransformation">The type of transformation.</typeparam>
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public abstract class GenericItemCollection<TItem, TTransformation> : GenericItemCollection<TItem>
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where TItem : IShowItem
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where TTransformation : GenericTransformation, new()
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{
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/// <summary>
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/// Transformation of the collection
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/// </summary>
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public TTransformation Transform = new TTransformation();
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/// <inheritdoc />
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public override void Draw(DrawContext context)
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{
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context.View = Transform.GetMatrix() * context.View;
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base.Draw(context);
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}
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}
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} |