diff --git a/Source/Genesis/Core/GameElements/Model.cs b/Source/Genesis/Core/GameElements/Model.cs index e8be484..76e21ab 100644 --- a/Source/Genesis/Core/GameElements/Model.cs +++ b/Source/Genesis/Core/GameElements/Model.cs @@ -298,6 +298,20 @@ public void PlayAnimation(String name) } } + /// + /// Stops the currently playing animation. + /// + /// + /// This method sets the animator's play state to false, effectively pausing the animation. + /// + public void StopAnimation() + { + if(this.Animator.Play != false) + { + this.Animator.Play = false; + } + } + /// /// Finds an animation with the specified name. /// diff --git a/Source/Genesis/Genesis.csproj b/Source/Genesis/Genesis.csproj index 303ad1b..047914f 100644 --- a/Source/Genesis/Genesis.csproj +++ b/Source/Genesis/Genesis.csproj @@ -155,7 +155,6 @@ - diff --git a/Source/Genesis/Graphics/RenderDevice/GLRenderer.cs b/Source/Genesis/Graphics/RenderDevice/GLRenderer.cs index 7c7d8c0..d4b3bd4 100644 --- a/Source/Genesis/Graphics/RenderDevice/GLRenderer.cs +++ b/Source/Genesis/Graphics/RenderDevice/GLRenderer.cs @@ -50,6 +50,7 @@ public class GLRenderer : IRenderDevice public Framebuffer sceneBuffer; private Framebuffer uiBuffer; + private Viewport m_viewport; public GLRenderer(IntPtr hwnd, RenderSettings settings) @@ -860,7 +861,7 @@ public void DrawSprite(Sprite sprite) gl.Disable(OpenGL.DepthTest); //Create the modelview matrix mat4 mt_mat = mat4.Translate(sprite.Location.X, sprite.Location.Y, sprite.Location.Z); - mat4 mr_mat = mat4.RotateZ(sprite.Rotation.Z); + mat4 mr_mat = mat4.RotateZ(Utils.ToRadians(sprite.Rotation.Z)); mat4 ms_mat = mat4.Scale(sprite.Size.X, sprite.Size.Y, sprite.Size.Z); mat4 m_mat = mt_mat * mr_mat * ms_mat; @@ -1172,7 +1173,7 @@ public void SetViewport(Viewport viewport) UpdateFramebufferSize(this.sceneBuffer, (int)viewport.Width, (int)viewport.Height); UpdateFramebufferSize(this.uiBuffer, (int)viewport.Width, (int)viewport.Height); - if (m_viewport == null || m_viewport != viewport) + if(m_viewport == null || m_viewport != viewport) { m_viewport = viewport; } @@ -1184,22 +1185,28 @@ public void SetViewport(Viewport viewport) /// public void SetCamera(Viewport viewport, Camera camera) { - if(camera.Type == CameraType.Ortho) + float correction = camera.CalculateScreenCorrection(viewport); + + if (camera.Type == CameraType.Ortho) { - float x = camera.Location.X - (camera.Size.X / 2); - float y = camera.Location.Y - (camera.Size.Y / 2); - float top = y + camera.Size.Y; - float right = x + camera.Size.X; + float halfWidth = (viewport.Width / 2) / correction; + float halfHeight = (viewport.Height / 2) / correction; + + float left = camera.Location.X - halfWidth; + float right = camera.Location.X + halfWidth; + float bottom = camera.Location.Y - halfHeight; + float top = camera.Location.Y + halfHeight; - p_mat = mat4.Ortho(x, right, y, top, 0.0f, 100.0f); + p_mat = mat4.Ortho(left, right, bottom, top, 0.1f, 100.0f); v_mat = mat4.LookAt(new vec3(0f, 0f, 1f), new vec3(0f, 0f, 0f), new vec3(0f, 1f, 0f)); } else { + float aspectRatio = (viewport.Width * correction) / (viewport.Height * correction); vec3 cameraPosition = camera.Location.ToGlmVec3(); Vec3 cameraFront = Utils.CalculateCameraFront2(camera); - p_mat = mat4.Perspective(Utils.ToRadians(45.0f), camera.Size.X / camera.Size.Y, camera.Near, camera.Far); + p_mat = mat4.Perspective(Utils.ToRadians(45.0f), aspectRatio, camera.Near, camera.Far); v_mat = mat4.LookAt(cameraPosition, cameraPosition + cameraFront.ToGlmVec3(), new vec3(0.0f, 1.0f, 0.0f)); } @@ -1216,8 +1223,8 @@ private void SetUIMatrices() { float x = 0; float y = 0; - float top = y + camera.Size.Y; - float right = x + camera.Size.X; + float top = y + m_viewport.Height; + float right = x + m_viewport.Width; p_mat = mat4.Ortho(x, right, y, top, 0.0f, 100.0f); v_mat = mat4.LookAt(new vec3(0f, 0f, 1f), new vec3(0f, 0f, 0f), new vec3(0f, 1f, 0f)); @@ -1811,7 +1818,7 @@ public void FinishSceneRendering(Scene scene) public void PrepareLightmap2D(Scene scene, Framebuffer framebuffer) { Scene2D scene2D = (Scene2D)scene; - this.UpdateFramebufferSize(framebuffer, (int)camera.Size.X, (int)camera.Size.Y); + this.UpdateFramebufferSize(framebuffer, (int)m_viewport.Width, (int)m_viewport.Height); gl.BindFramebuffer(OpenGL.FrameBuffer, framebuffer.FramebufferID); gl.Enable(OpenGL.DepthTest); gl.Enable(OpenGL.Blend); diff --git a/Source/Genesis/bin/Debug/Genesis.xml b/Source/Genesis/bin/Debug/Genesis.xml index 2357b7b..4a98232 100644 --- a/Source/Genesis/bin/Debug/Genesis.xml +++ b/Source/Genesis/bin/Debug/Genesis.xml @@ -1719,6 +1719,14 @@ Plays the specified animation on the model. + + + Stops the currently playing animation. + + + This method sets the animator's play state to false, effectively pausing the animation. + + Finds an animation with the specified name. @@ -5202,606 +5210,6 @@ The position to look at. - - - Struct for the viewport - - - - - Initial the moderngl render device - - - - - Creates an buffer for the shape - - - - - - Creates a dynamic vertex buffer in OpenGL and initializes it with the specified vertices. - Dynamic buffers are suitable for frequently changing data, like dynamic vertex updates. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created dynamic vertex buffer. - - - - Creates a static vertex buffer in OpenGL and initializes it with the specified vertices. - Static buffers are suitable for infrequently changing data, like static geometry. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created static vertex buffer. - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Update the framebuffer size - - - - - - - - Loads a shader program - - - - - - - Initializes a shader program, either by retrieving a pre-built instance if available or creating a new one. - - The shader program to initialize. - The ID of the initialized shader program. - - - - Initial the sprite - - - - - - Inits the game element - - - - - - Init the buffered sprite - - - - - - Initializes a cube object by setting up its associated shader program and loading vertex, color, and normal data into the GPU buffers. - - The cube object to initialize. - - - - Inital an 3D element - - - - - - Initial the diffuse texture for the 3D model - If the texture file isnt existing an empty 1x1 texture get created - - - - - - - Inital the normal map for an 3D element - if the normal map file isnt existing an empty 1x1 normal map get created - - - - - - - Beginn to draw - - - - - Draws a rect with no fill - - - - - - - Draws a rect with no fill - - - - - - - - Renders an filled circle - - Center of the circle - Radius of the circle - Color of the circle - - - - Draws an circle - - Location for the circle - Radius for the circle - Color for the circle - Border width for the circle - - - - Draws a line - - - - - - - - Renders the GameElement - - - - - - Draws a sprite - - - - - - - - Draws a sprite - - - - - - - - - Renders a sprite - - - - - - - - - Renders a sprite with modern gl - - - - - - Draws a Sprite - - - - - - - - - - Draws the vector array - - - - - - - Ends the rendering - - - - - Fills a rectangle with the given color. - LegacyGL - - - - - - - Loads a texture into the vram - - - - - - Loads the the font - - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the viewport for the rendering - - - - - - - - - Set the Projection and view matrices - - - - - - Sets the mvp matrix for ui rendering - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the texture repeatT - - - - - Sets the texture repeatS - - - - - Sets the texture clampT - - - - - Sets the texture clampS - - - - - Draws a texture - - - - - - - - - - Renders a String - - - - - - - - - - Renders a string - - - - - - - - - - - Renders a glyphe from a string - - - - - - - - - Draws a mesh - - - - - - - Returns an error code from the render device - - - - - - Returns the handle of the render target - - - - - - Generates a texture - - - - - - - - Generates a texture - - - - - - - - Returns an color array - - - - - - - Returns an array with the color data for a sprite - - - - - - - Returns the texture coords from the given sprite - - - - - - - Gets an array with the texture coords - - - - - - - Returns the basic shape tex coords for a sprite - - - - - - Draws an 3D element within the scene - - - - - - Returns the shader programm with the typeof the refProgram. - Returns null is no program found - - - - - - - Dispose the 3D element - - - - - - Returns the native renderer - - - - - - Sets an Lightsource - - - - - - Draws an skybox - - - - - - Prepares the renderer for scene rendering - - The scene to render - - - - Finish the scene rendering - - The scene which getted rendered - - - - Prepares the renderer for the canvas rendering - - The scene from the canvas - The canvas to render - - - - Finish the canvas rendering - - The scene from the canvas - The canvas to render - - - - Draws an framebuffer - - The framebuffer texture id - - - - Draw the framebuffer with another shader programm and gamma - - - - - - - - Sets an framebuffer as active render target - - The framebuffer for the rendering - - - - Sets an framebuffer as active render target - - The framebuffer id for the rendering - - - - Renders an qube - - The qube to render - - - - Init an terrain3d - - The terrain to initalize - - - - Renders an terrain3D - - The terrain to render - - - - Initial the particle emitter - - The emitter to initalize - - - - Draws the particle emitter - - - - - Initial an 2D light - Unused because of the instance shape - - - - - - Renders an 2D light - - - - - - Disposes the render device - - - - - Deletes the shader program - - - - - - Disposes the texture - - - - - - Disposes the font - - - - - - Disposes the element data from the gpu - - The element to dispose - - - - Disposes the particle emitter - - - Struct for the viewport diff --git a/Source/Genesis/bin/Release/Genesis.xml b/Source/Genesis/bin/Release/Genesis.xml index 2357b7b..4a98232 100644 --- a/Source/Genesis/bin/Release/Genesis.xml +++ b/Source/Genesis/bin/Release/Genesis.xml @@ -1719,6 +1719,14 @@ Plays the specified animation on the model. + + + Stops the currently playing animation. + + + This method sets the animator's play state to false, effectively pausing the animation. + + Finds an animation with the specified name. @@ -5202,606 +5210,6 @@ The position to look at. - - - Struct for the viewport - - - - - Initial the moderngl render device - - - - - Creates an buffer for the shape - - - - - - Creates a dynamic vertex buffer in OpenGL and initializes it with the specified vertices. - Dynamic buffers are suitable for frequently changing data, like dynamic vertex updates. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created dynamic vertex buffer. - - - - Creates a static vertex buffer in OpenGL and initializes it with the specified vertices. - Static buffers are suitable for infrequently changing data, like static geometry. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created static vertex buffer. - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Update the framebuffer size - - - - - - - - Loads a shader program - - - - - - - Initializes a shader program, either by retrieving a pre-built instance if available or creating a new one. - - The shader program to initialize. - The ID of the initialized shader program. - - - - Initial the sprite - - - - - - Inits the game element - - - - - - Init the buffered sprite - - - - - - Initializes a cube object by setting up its associated shader program and loading vertex, color, and normal data into the GPU buffers. - - The cube object to initialize. - - - - Inital an 3D element - - - - - - Initial the diffuse texture for the 3D model - If the texture file isnt existing an empty 1x1 texture get created - - - - - - - Inital the normal map for an 3D element - if the normal map file isnt existing an empty 1x1 normal map get created - - - - - - - Beginn to draw - - - - - Draws a rect with no fill - - - - - - - Draws a rect with no fill - - - - - - - - Renders an filled circle - - Center of the circle - Radius of the circle - Color of the circle - - - - Draws an circle - - Location for the circle - Radius for the circle - Color for the circle - Border width for the circle - - - - Draws a line - - - - - - - - Renders the GameElement - - - - - - Draws a sprite - - - - - - - - Draws a sprite - - - - - - - - - Renders a sprite - - - - - - - - - Renders a sprite with modern gl - - - - - - Draws a Sprite - - - - - - - - - - Draws the vector array - - - - - - - Ends the rendering - - - - - Fills a rectangle with the given color. - LegacyGL - - - - - - - Loads a texture into the vram - - - - - - Loads the the font - - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the viewport for the rendering - - - - - - - - - Set the Projection and view matrices - - - - - - Sets the mvp matrix for ui rendering - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the texture repeatT - - - - - Sets the texture repeatS - - - - - Sets the texture clampT - - - - - Sets the texture clampS - - - - - Draws a texture - - - - - - - - - - Renders a String - - - - - - - - - - Renders a string - - - - - - - - - - - Renders a glyphe from a string - - - - - - - - - Draws a mesh - - - - - - - Returns an error code from the render device - - - - - - Returns the handle of the render target - - - - - - Generates a texture - - - - - - - - Generates a texture - - - - - - - - Returns an color array - - - - - - - Returns an array with the color data for a sprite - - - - - - - Returns the texture coords from the given sprite - - - - - - - Gets an array with the texture coords - - - - - - - Returns the basic shape tex coords for a sprite - - - - - - Draws an 3D element within the scene - - - - - - Returns the shader programm with the typeof the refProgram. - Returns null is no program found - - - - - - - Dispose the 3D element - - - - - - Returns the native renderer - - - - - - Sets an Lightsource - - - - - - Draws an skybox - - - - - - Prepares the renderer for scene rendering - - The scene to render - - - - Finish the scene rendering - - The scene which getted rendered - - - - Prepares the renderer for the canvas rendering - - The scene from the canvas - The canvas to render - - - - Finish the canvas rendering - - The scene from the canvas - The canvas to render - - - - Draws an framebuffer - - The framebuffer texture id - - - - Draw the framebuffer with another shader programm and gamma - - - - - - - - Sets an framebuffer as active render target - - The framebuffer for the rendering - - - - Sets an framebuffer as active render target - - The framebuffer id for the rendering - - - - Renders an qube - - The qube to render - - - - Init an terrain3d - - The terrain to initalize - - - - Renders an terrain3D - - The terrain to render - - - - Initial the particle emitter - - The emitter to initalize - - - - Draws the particle emitter - - - - - Initial an 2D light - Unused because of the instance shape - - - - - - Renders an 2D light - - - - - - Disposes the render device - - - - - Deletes the shader program - - - - - - Disposes the texture - - - - - - Disposes the font - - - - - - Disposes the element data from the gpu - - The element to dispose - - - - Disposes the particle emitter - - - Struct for the viewport diff --git a/Source/Genesis/bin/x64/Debug/Genesis.dll b/Source/Genesis/bin/x64/Debug/Genesis.dll index 71cd037..1885d81 100644 Binary files a/Source/Genesis/bin/x64/Debug/Genesis.dll and b/Source/Genesis/bin/x64/Debug/Genesis.dll differ diff --git a/Source/Genesis/bin/x64/Debug/Genesis.pdb b/Source/Genesis/bin/x64/Debug/Genesis.pdb index 432fb93..52c44bb 100644 Binary files a/Source/Genesis/bin/x64/Debug/Genesis.pdb and b/Source/Genesis/bin/x64/Debug/Genesis.pdb differ diff --git a/Source/Genesis/bin/x64/Debug/Genesis.xml b/Source/Genesis/bin/x64/Debug/Genesis.xml index 2357b7b..4a98232 100644 --- a/Source/Genesis/bin/x64/Debug/Genesis.xml +++ b/Source/Genesis/bin/x64/Debug/Genesis.xml @@ -1719,6 +1719,14 @@ Plays the specified animation on the model. + + + Stops the currently playing animation. + + + This method sets the animator's play state to false, effectively pausing the animation. + + Finds an animation with the specified name. @@ -5202,606 +5210,6 @@ The position to look at. - - - Struct for the viewport - - - - - Initial the moderngl render device - - - - - Creates an buffer for the shape - - - - - - Creates a dynamic vertex buffer in OpenGL and initializes it with the specified vertices. - Dynamic buffers are suitable for frequently changing data, like dynamic vertex updates. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created dynamic vertex buffer. - - - - Creates a static vertex buffer in OpenGL and initializes it with the specified vertices. - Static buffers are suitable for infrequently changing data, like static geometry. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created static vertex buffer. - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Update the framebuffer size - - - - - - - - Loads a shader program - - - - - - - Initializes a shader program, either by retrieving a pre-built instance if available or creating a new one. - - The shader program to initialize. - The ID of the initialized shader program. - - - - Initial the sprite - - - - - - Inits the game element - - - - - - Init the buffered sprite - - - - - - Initializes a cube object by setting up its associated shader program and loading vertex, color, and normal data into the GPU buffers. - - The cube object to initialize. - - - - Inital an 3D element - - - - - - Initial the diffuse texture for the 3D model - If the texture file isnt existing an empty 1x1 texture get created - - - - - - - Inital the normal map for an 3D element - if the normal map file isnt existing an empty 1x1 normal map get created - - - - - - - Beginn to draw - - - - - Draws a rect with no fill - - - - - - - Draws a rect with no fill - - - - - - - - Renders an filled circle - - Center of the circle - Radius of the circle - Color of the circle - - - - Draws an circle - - Location for the circle - Radius for the circle - Color for the circle - Border width for the circle - - - - Draws a line - - - - - - - - Renders the GameElement - - - - - - Draws a sprite - - - - - - - - Draws a sprite - - - - - - - - - Renders a sprite - - - - - - - - - Renders a sprite with modern gl - - - - - - Draws a Sprite - - - - - - - - - - Draws the vector array - - - - - - - Ends the rendering - - - - - Fills a rectangle with the given color. - LegacyGL - - - - - - - Loads a texture into the vram - - - - - - Loads the the font - - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the viewport for the rendering - - - - - - - - - Set the Projection and view matrices - - - - - - Sets the mvp matrix for ui rendering - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the texture repeatT - - - - - Sets the texture repeatS - - - - - Sets the texture clampT - - - - - Sets the texture clampS - - - - - Draws a texture - - - - - - - - - - Renders a String - - - - - - - - - - Renders a string - - - - - - - - - - - Renders a glyphe from a string - - - - - - - - - Draws a mesh - - - - - - - Returns an error code from the render device - - - - - - Returns the handle of the render target - - - - - - Generates a texture - - - - - - - - Generates a texture - - - - - - - - Returns an color array - - - - - - - Returns an array with the color data for a sprite - - - - - - - Returns the texture coords from the given sprite - - - - - - - Gets an array with the texture coords - - - - - - - Returns the basic shape tex coords for a sprite - - - - - - Draws an 3D element within the scene - - - - - - Returns the shader programm with the typeof the refProgram. - Returns null is no program found - - - - - - - Dispose the 3D element - - - - - - Returns the native renderer - - - - - - Sets an Lightsource - - - - - - Draws an skybox - - - - - - Prepares the renderer for scene rendering - - The scene to render - - - - Finish the scene rendering - - The scene which getted rendered - - - - Prepares the renderer for the canvas rendering - - The scene from the canvas - The canvas to render - - - - Finish the canvas rendering - - The scene from the canvas - The canvas to render - - - - Draws an framebuffer - - The framebuffer texture id - - - - Draw the framebuffer with another shader programm and gamma - - - - - - - - Sets an framebuffer as active render target - - The framebuffer for the rendering - - - - Sets an framebuffer as active render target - - The framebuffer id for the rendering - - - - Renders an qube - - The qube to render - - - - Init an terrain3d - - The terrain to initalize - - - - Renders an terrain3D - - The terrain to render - - - - Initial the particle emitter - - The emitter to initalize - - - - Draws the particle emitter - - - - - Initial an 2D light - Unused because of the instance shape - - - - - - Renders an 2D light - - - - - - Disposes the render device - - - - - Deletes the shader program - - - - - - Disposes the texture - - - - - - Disposes the font - - - - - - Disposes the element data from the gpu - - The element to dispose - - - - Disposes the particle emitter - - - Struct for the viewport diff --git a/Source/Genesis/bin/x64/Release/Genesis.dll b/Source/Genesis/bin/x64/Release/Genesis.dll index e2ca3ab..ff14af6 100644 Binary files a/Source/Genesis/bin/x64/Release/Genesis.dll and b/Source/Genesis/bin/x64/Release/Genesis.dll differ diff --git a/Source/Genesis/bin/x64/Release/Genesis.pdb b/Source/Genesis/bin/x64/Release/Genesis.pdb index fbdd0b6..855f3a8 100644 Binary files a/Source/Genesis/bin/x64/Release/Genesis.pdb and b/Source/Genesis/bin/x64/Release/Genesis.pdb differ diff --git a/Source/Genesis/bin/x64/Release/Genesis.xml b/Source/Genesis/bin/x64/Release/Genesis.xml index 2357b7b..4a98232 100644 --- a/Source/Genesis/bin/x64/Release/Genesis.xml +++ b/Source/Genesis/bin/x64/Release/Genesis.xml @@ -1719,6 +1719,14 @@ Plays the specified animation on the model. + + + Stops the currently playing animation. + + + This method sets the animator's play state to false, effectively pausing the animation. + + Finds an animation with the specified name. @@ -5202,606 +5210,6 @@ The position to look at. - - - Struct for the viewport - - - - - Initial the moderngl render device - - - - - Creates an buffer for the shape - - - - - - Creates a dynamic vertex buffer in OpenGL and initializes it with the specified vertices. - Dynamic buffers are suitable for frequently changing data, like dynamic vertex updates. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created dynamic vertex buffer. - - - - Creates a static vertex buffer in OpenGL and initializes it with the specified vertices. - Static buffers are suitable for infrequently changing data, like static geometry. - - The array of vertices to be stored in the buffer. - The OpenGL handle (ID) of the created static vertex buffer. - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Creates a new framebuffer - - - - - - - - Update the framebuffer size - - - - - - - - Loads a shader program - - - - - - - Initializes a shader program, either by retrieving a pre-built instance if available or creating a new one. - - The shader program to initialize. - The ID of the initialized shader program. - - - - Initial the sprite - - - - - - Inits the game element - - - - - - Init the buffered sprite - - - - - - Initializes a cube object by setting up its associated shader program and loading vertex, color, and normal data into the GPU buffers. - - The cube object to initialize. - - - - Inital an 3D element - - - - - - Initial the diffuse texture for the 3D model - If the texture file isnt existing an empty 1x1 texture get created - - - - - - - Inital the normal map for an 3D element - if the normal map file isnt existing an empty 1x1 normal map get created - - - - - - - Beginn to draw - - - - - Draws a rect with no fill - - - - - - - Draws a rect with no fill - - - - - - - - Renders an filled circle - - Center of the circle - Radius of the circle - Color of the circle - - - - Draws an circle - - Location for the circle - Radius for the circle - Color for the circle - Border width for the circle - - - - Draws a line - - - - - - - - Renders the GameElement - - - - - - Draws a sprite - - - - - - - - Draws a sprite - - - - - - - - - Renders a sprite - - - - - - - - - Renders a sprite with modern gl - - - - - - Draws a Sprite - - - - - - - - - - Draws the vector array - - - - - - - Ends the rendering - - - - - Fills a rectangle with the given color. - LegacyGL - - - - - - - Loads a texture into the vram - - - - - - Loads the the font - - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the viewport for the rendering - - - - - - - - - Set the Projection and view matrices - - - - - - Sets the mvp matrix for ui rendering - - - - - This function will not be used within this render device - - - - - This function will not be used within this render device - - - - - Sets the texture repeatT - - - - - Sets the texture repeatS - - - - - Sets the texture clampT - - - - - Sets the texture clampS - - - - - Draws a texture - - - - - - - - - - Renders a String - - - - - - - - - - Renders a string - - - - - - - - - - - Renders a glyphe from a string - - - - - - - - - Draws a mesh - - - - - - - Returns an error code from the render device - - - - - - Returns the handle of the render target - - - - - - Generates a texture - - - - - - - - Generates a texture - - - - - - - - Returns an color array - - - - - - - Returns an array with the color data for a sprite - - - - - - - Returns the texture coords from the given sprite - - - - - - - Gets an array with the texture coords - - - - - - - Returns the basic shape tex coords for a sprite - - - - - - Draws an 3D element within the scene - - - - - - Returns the shader programm with the typeof the refProgram. - Returns null is no program found - - - - - - - Dispose the 3D element - - - - - - Returns the native renderer - - - - - - Sets an Lightsource - - - - - - Draws an skybox - - - - - - Prepares the renderer for scene rendering - - The scene to render - - - - Finish the scene rendering - - The scene which getted rendered - - - - Prepares the renderer for the canvas rendering - - The scene from the canvas - The canvas to render - - - - Finish the canvas rendering - - The scene from the canvas - The canvas to render - - - - Draws an framebuffer - - The framebuffer texture id - - - - Draw the framebuffer with another shader programm and gamma - - - - - - - - Sets an framebuffer as active render target - - The framebuffer for the rendering - - - - Sets an framebuffer as active render target - - The framebuffer id for the rendering - - - - Renders an qube - - The qube to render - - - - Init an terrain3d - - The terrain to initalize - - - - Renders an terrain3D - - The terrain to render - - - - Initial the particle emitter - - The emitter to initalize - - - - Draws the particle emitter - - - - - Initial an 2D light - Unused because of the instance shape - - - - - - Renders an 2D light - - - - - - Disposes the render device - - - - - Deletes the shader program - - - - - - Disposes the texture - - - - - - Disposes the font - - - - - - Disposes the element data from the gpu - - The element to dispose - - - - Disposes the particle emitter - - - Struct for the viewport diff --git a/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferences.cache b/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferences.cache index 2d21f8d..c5634ba 100644 Binary files a/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferences.cache and b/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferences.cache differ diff --git a/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferencesInput.cache b/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferencesInput.cache index 33cb5a2..32e06ec 100644 Binary files a/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferencesInput.cache and b/Source/Genesis/obj/x64/Debug/DesignTimeResolveAssemblyReferencesInput.cache differ diff --git a/Source/Genesis/obj/x64/Debug/Genesis.csproj.CoreCompileInputs.cache b/Source/Genesis/obj/x64/Debug/Genesis.csproj.CoreCompileInputs.cache index 614e4d5..ca4d497 100644 --- a/Source/Genesis/obj/x64/Debug/Genesis.csproj.CoreCompileInputs.cache +++ b/Source/Genesis/obj/x64/Debug/Genesis.csproj.CoreCompileInputs.cache @@ -1 +1 @@ -91f2b6700464d78abdcadd44d6ef6a8ff6fc22e26b82e9855e215b3e48340d24 +41f4236d45e44eebe73e5e9aa3767e4559a30ae373da710d050a7827ce03b5b8 diff --git a/Source/Genesis/obj/x64/Debug/Genesis.dll b/Source/Genesis/obj/x64/Debug/Genesis.dll index 71cd037..1885d81 100644 Binary files a/Source/Genesis/obj/x64/Debug/Genesis.dll and b/Source/Genesis/obj/x64/Debug/Genesis.dll differ diff --git a/Source/Genesis/obj/x64/Debug/Genesis.pdb b/Source/Genesis/obj/x64/Debug/Genesis.pdb index 432fb93..52c44bb 100644 Binary files a/Source/Genesis/obj/x64/Debug/Genesis.pdb and b/Source/Genesis/obj/x64/Debug/Genesis.pdb differ diff --git a/Source/Genesis/obj/x64/Release/Genesis.csproj.AssemblyReference.cache b/Source/Genesis/obj/x64/Release/Genesis.csproj.AssemblyReference.cache index 6f9bc66..819fb43 100644 Binary files a/Source/Genesis/obj/x64/Release/Genesis.csproj.AssemblyReference.cache and b/Source/Genesis/obj/x64/Release/Genesis.csproj.AssemblyReference.cache differ diff --git a/Source/Genesis/obj/x64/Release/Genesis.csproj.CoreCompileInputs.cache b/Source/Genesis/obj/x64/Release/Genesis.csproj.CoreCompileInputs.cache index 867d0f8..4e5906a 100644 --- a/Source/Genesis/obj/x64/Release/Genesis.csproj.CoreCompileInputs.cache +++ b/Source/Genesis/obj/x64/Release/Genesis.csproj.CoreCompileInputs.cache @@ -1 +1 @@ -809f85252e4d4f1cb84132f36fbdf68b6ba3d9861cf27229db6b810441634d71 +4076d55b38ad1091e9a3f9bc1ab7d7a44335f6a5c7567de2cb7970da0a312867 diff --git a/Source/Genesis/obj/x64/Release/Genesis.dll b/Source/Genesis/obj/x64/Release/Genesis.dll index e2ca3ab..ff14af6 100644 Binary files a/Source/Genesis/obj/x64/Release/Genesis.dll and b/Source/Genesis/obj/x64/Release/Genesis.dll differ diff --git a/Source/Genesis/obj/x64/Release/Genesis.pdb b/Source/Genesis/obj/x64/Release/Genesis.pdb index fbdd0b6..855f3a8 100644 Binary files a/Source/Genesis/obj/x64/Release/Genesis.pdb and b/Source/Genesis/obj/x64/Release/Genesis.pdb differ diff --git a/Source/_site/api/Genesis.Core.AssetManager.html b/Source/_site/api/Genesis.Core.AssetManager.html index 07d6bef..1449a41 100644 --- a/Source/_site/api/Genesis.Core.AssetManager.html +++ b/Source/_site/api/Genesis.Core.AssetManager.html @@ -467,9 +467,6 @@ Genesis.Graphics.RenderDevice