Moved Render items under new Graphics namespace.

This commit is contained in:
Harrison Deng 2019-12-28 14:35:01 -06:00
parent b49415dc68
commit 1e22e84ce2
29 changed files with 25 additions and 114 deletions

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@ -1,7 +1,7 @@
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace RecrownedAthenaeum.Render
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// A generic camera. Functions in 3D.

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using RecrownedAthenaeum.Types;
namespace RecrownedAthenaeum.Render
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// A simple utility object that will start and end a scissor setup given a <see cref="ConsistentSpriteBatch"/> to work with.

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using Microsoft.Xna.Framework.Graphics;
using System;
namespace RecrownedAthenaeum.Render
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// A virtual 2D camera that wraps the normal <see cref="BasicCamera"/>. Default projection is orthographic.

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namespace RecrownedAthenaeum.Render
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// A <see cref="SpriteBatch"/> that keeps it's settings through begin and end unless manually changed either by the <see cref="Begin(SpriteSortMode, BlendState, SamplerState, DepthStencilState, RasterizerState, Effect, Matrix?)"/> or through changing the fields. Note that changing the fields while the batch has begun will not take effect until the next time the batch is started.

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using Microsoft.Xna.Framework.Graphics;
using System;
namespace RecrownedAthenaeum.Render
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// A batch used to draw primitive shapes by batching together vertices.

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using Microsoft.Xna.Framework.Graphics;
using System;
namespace RecrownedAthenaeum.Render
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// Renders rectangles using the <see cref="PrimitiveBatch"/>.

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using System;
using System.IO;
using System.Text;
using OpenTK.Graphics.OpenGL;
namespace RecrownedAthenaeum.Render.Shader {
public class Shader : IDisposable {
int handle;
public bool IsDisposed {
get;
private set;
}
public Shader(string vertexPath, string fragmentPath) {
IsDisposed = false;
int vertShader = 0;
int fragShader = 0;
string vertShaderSource;
string fragShaderSource;
using (StreamReader stream = new StreamReader(vertexPath, Encoding.UTF8)) {
vertShaderSource = stream.ReadToEnd();
}
using (StreamReader stream = new StreamReader(fragmentPath, Encoding.UTF8)) {
fragShaderSource = stream.ReadToEnd();
}
vertShader = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vertShader, vertShaderSource);
fragShader = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fragShader, fragShaderSource);
string log;
GL.CompileShader(vertShader);
if ((log = GL.GetShaderInfoLog(vertShader)) == "") {
throw new ArgumentException("Error while compiling vertex shader: " + log, "vertexPath");
}
GL.CompileShader(fragShader);
if ((log = GL.GetShaderInfoLog(fragShader)) == "") {
throw new ArgumentException("Error while compiling fragment shader: " + log, "fragmentPath");
}
handle = GL.CreateProgram();
GL.AttachShader(handle, vertShader);
GL.AttachShader(handle, fragShader);
GL.LinkProgram(handle);
GL.DetachShader(handle, vertShader);
GL.DetachShader(handle, fragShader);
GL.DeleteShader(vertShader);
GL.DeleteShader(fragShader);
}
public void Use() {
GL.UseProgram(handle);
}
protected virtual void Dispose(bool disposing) {
if (IsDisposed) {
return;
}
if (disposing) {
}
GL.DeleteProgram(handle);
IsDisposed = true;
}
public void Dispose() {
Dispose(true);
GC.SuppressFinalize(this);
}
~Shader() {
Dispose(false);
}
}
}

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namespace RecrownedAthenaeum.Render {
public class SpriteBatch {
public SpriteBatch() {
}
public void Begin() {
}
public void End() {
}
}
}

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using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
namespace RecrownedAthenaeum.Types
{

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using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System;
namespace RecrownedAthenaeum.Types

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using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System;
using System.Collections.Generic;
using System.Linq;

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using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Assets;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.UI.SkinSystem;
using System;
using System.Collections.Generic;

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using RecrownedAthenaeum.Assets;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.UI.Modular;
using RecrownedAthenaeum.UI.SkinSystem;

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using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.Types;
using System;

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using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;
using RecrownedAthenaeum.UI.SkinSystem;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
namespace RecrownedAthenaeum.UI.Modular.Modules.Interactive
{

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using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.Types;
using RecrownedAthenaeum.UI.SkinSystem;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System;
using System.Text;

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using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.Types;
using RecrownedAthenaeum.UI.SkinSystem;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Input;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System;
namespace RecrownedAthenaeum.UI.Modular

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using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
namespace RecrownedAthenaeum.UI.Modular
{

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
namespace RecrownedAthenaeum.UI.ScreenSystem
{

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System;
namespace RecrownedAthenaeum.UI.ScreenSystem

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System.Collections.Generic;
namespace RecrownedAthenaeum.UI.ScreenSystem

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using System;
using System.Diagnostics;

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using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.Types;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;

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using System;
using System.Collections.Generic;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.Types;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RecrownedAthenaeum.Render;
using RecrownedAthenaeum.Graphics.Render;
using RecrownedAthenaeum.Types;
using RecrownedAthenaeum.UI.SkinSystem.Definitions;
using System;