Removed some implementations that may just be rewritten.

This commit is contained in:
Harrison Deng 2020-02-04 14:33:58 -05:00
parent 48a2671b95
commit 4d330e68ab
3 changed files with 0 additions and 157 deletions

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using OpenTK;
namespace RecrownedAthenaeum.Graphics.Render
{
/// <summary>
/// A generic camera. Functions in 3D.
/// </summary>
public class BasicCamera
{
/// <summary>
/// The scale for the world.
/// </summary>
public float worldScale = 1f;
/// <summary>
/// Current position in the world.
/// </summary>
public Vector3 position;
/// <summary>
/// The place the 3D camera is looking at.
/// </summary>
public Vector3 lookAt;
/// <summary>
/// The direction up is for the camera.
/// </summary>
public Vector3 upDirection;
/// <summary>
/// The transform matrix representing the world (rotation and translations of the original world).
/// </summary>
public Matrix worldMatrix;
/// <summary>
/// The view matrix that describes where the camera looks.
/// </summary>
public Matrix ViewMatrix { get; protected set; }
/// <summary>
/// The projection matrix.
/// </summary>
public Matrix projectionMatrix;
/// <summary>
/// A basic effect that will be updated with the correct matrice information everytime <see cref="Apply"/> is called. Can be null and thus will not be used.
/// </summary>
public BasicEffect basicEffect;
/// <summary>
/// Constructs 3D camera with an orthographic projection matrix with dimensions of graphics devices viewport. All changes to matrices should have apply called after changes.
/// </summary>
/// <param name="basicEffect">A basic effect that will be updated with the correct matrice information everytime <see cref="Apply"/> is called. Can be null and thus will not be used.</param>
public BasicCamera(BasicEffect basicEffect = null)
{
worldMatrix = Matrix.Identity;
lookAt = Vector3.Forward;
upDirection = Vector3.Up;
projectionMatrix = Matrix.Identity;
this.basicEffect = basicEffect;
Apply();
}
/// <summary>
/// Applies the changes to the fields and properties of the camera.
/// </summary>
public virtual void Apply()
{
ViewMatrix = Matrix.CreateLookAt(position, lookAt, upDirection);
worldMatrix *= Matrix.CreateScale(worldScale);
if (basicEffect != null)
{
basicEffect.World = worldMatrix;
basicEffect.Projection = projectionMatrix;
basicEffect.View = ViewMatrix;
}
}
/// <summary>
/// Moves camera by the given amount.
/// </summary>
/// <param name="move">A <see cref="Vector3"/> that contains how much in each direction to move.</param>
public void MoveCamera(Vector3 move)
{
position += move;
Apply();
}
}
}

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using RecrownedAthenaeum.Types;
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.
/// </summary>
public class BasicScissor
{
ConsistentSpriteBatch spriteBatch;
RasterizerState scissorRasterizer;
Rectangle scissorRectangle;
RasterizerState originalRasterizer;
Rectangle originalScissor;
/// <summary>
/// Initializes the basic scissor.
/// </summary>
public BasicScissor()
{
scissorRasterizer = new RasterizerState();
scissorRasterizer.MultiSampleAntiAlias = false;
scissorRasterizer.ScissorTestEnable = true;
}
/// <summary>
/// Begins the <see cref="ConsistentSpriteBatch"/> with scissoring in mind.
/// </summary>
/// <param name="scissorRectangle">The rectangle to use to outline the scissor.</param>
/// <param name="consistentSpriteBatch">The consistent sprite batch to use for this process.</param>
public void Begin(Rectangle scissorRectangle, ConsistentSpriteBatch consistentSpriteBatch)
{
originalRasterizer = consistentSpriteBatch.rasterizerState;
this.scissorRectangle = scissorRectangle;
spriteBatch = consistentSpriteBatch;
spriteBatch.Begin(rasterizerState: scissorRasterizer);
}
/// <summary>
/// Ends the scissor state of the spritebatch.
/// </summary>
public void End()
{
originalScissor = spriteBatch.GraphicsDevice.ScissorRectangle;
spriteBatch.GraphicsDevice.ScissorRectangle = scissorRectangle;
spriteBatch.End();
spriteBatch.rasterizerState = originalRasterizer;
spriteBatch.GraphicsDevice.ScissorRectangle = originalScissor;
}
}
}

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using System;
namespace RecrownedAthenaeum.Graphics.Render {
public class Batch {
private bool begun;
public Batch() {
//TODO Finish batch.
}
public void Begin() {
if (begun) throw new InvalidOperationException("This batch has already been started.");
begun = true;
}
}
}