+ render pipeline system for more control about the renderering. + Log system + Framebuffer system ~ Default shader was moved to pipelines.
57 lines
No EOL
1.5 KiB
C#
57 lines
No EOL
1.5 KiB
C#
using SM.Base.Contexts;
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using SM.Base.Objects.Static;
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using SM.OGL.Mesh;
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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public abstract class DrawingBasis : IShowItem
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{
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/// <summary>
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/// The material it should use.
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/// </summary>
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protected Material _material = new Material();
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/// <summary>
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/// The mesh it should use.
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/// </summary>
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protected GenericMesh _mesh = Defaults.DefaultMesh;
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/// <inheritdoc />
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public virtual void Update(UpdateContext context)
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{
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}
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/// <inheritdoc />
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public void Draw(DrawContext context)
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{
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context.Material = _material;
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context.Mesh = _mesh;
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DrawContext(ref context);
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}
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/// <summary>
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/// Draws the context, that was given to them.
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/// </summary>
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/// <param name="context"></param>
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protected virtual void DrawContext(ref DrawContext context)
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{
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}
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}
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/// <summary>
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/// Contains general basis systems for drawing objects.
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/// </summary>
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/// <typeparam name="TTransformation">The transformation type</typeparam>
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public abstract class DrawingBasis<TTransformation> : DrawingBasis
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where TTransformation : GenericTransformation, new()
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{
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/// <summary>
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/// The current transformation.
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/// </summary>
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public TTransformation Transform = new TTransformation();
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}
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} |