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Nikos Kastellanos 6 сар өмнө
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+ 5 - 7
Animation/README.md

@@ -1,14 +1,12 @@
+# Aether.Graphics
+Graphics library for [Kni](https://github.com/kniengine/kni) framework.
 
-# nkast.Aether.Animation.*
+## Graphics
 
-Play animated 3D models and support for CPU animation.
-CPU animation is optimized using unsafe code, writing directly to mapped VertexBuffer memory using reflection (DirectX).
+* nkast.Aether.Animation.Animations
 
-## Importers
+Play animated 3D models. Support GPU and CPU animation.
 
-* 'Animation' - Import animations from a Model.
-* 'GPU AnimatedModel' - Import an animated Model.
-* 'CPU AnimatedModel' - Import an animated Model to be animated by the CPU. Based on DynamicModelProcessor, the imported asset is of type Microsoft.Xna.Framework.Graphics.Model where the VertexBuffer is replaced by a CpuAnimatedVertexBuffer. CpuAnimatedVertexBuffer inherits from DynamicVertexBuffer.
 
 ## Example
 

+ 17 - 0
Atlas/README.md

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+# Aether.Graphics
+Graphics library for [Kni](https://github.com/kniengine/kni) framework.
+
+## Graphics
+
+* 'TextureAtlas' - A TextureAtlas with a collection of sprites.
+
+example:
+
+    // Initialize
+    textureAtlas = Content.Load<TextureAtlas>("atlas");
+
+    // Draw
+    Sprite sprite0 = textureAtlas.Sprites["spriteName0"];
+    spriteBatch.Draw(sprite0, new Vector2(128, 128), Color.White);
+    Sprite sprite1 = textureAtlas.Sprites["spriteName1"];
+    spriteBatch.Draw(sprite1, new Vector2(256 , 128), Color.White);

+ 11 - 0
Content.Pipeline/AnimationImporters/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+* 'Animation' - Import animations from a Model.
+
+## Content Processors
+
+* 'GPU AnimatedModel' - Import an animated Model.
+* 'CPU AnimatedModel' - Import an animated Model to be animated by the CPU. Based on DynamicModelProcessor, the imported asset is of type Microsoft.Xna.Framework.Graphics.Model where the VertexBuffer is replaced by a CpuAnimatedVertexBuffer. CpuAnimatedVertexBuffer inherits from DynamicVertexBuffer.

+ 10 - 0
Content.Pipeline/AtlasImporter/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+* 'AtlasImporter' - Import sprite atlas. Supports .tmx files. Mipmaps are generated individually for each sprite, no color-leak.
+
+## Content Processors
+
+* 'AtlasProcessor' - Process a TextureAtlasContent and generate a TextureAtlas.

+ 10 - 0
Content.Pipeline/DDSImporter/README.md

@@ -0,0 +1,10 @@
+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+* 'DDS Importer' - Import of DDS files (images, Cubemaps). Supports importing of DDS with DTX format.
+
+## Content Processors
+
+* 'DDSProcessor' - Process a TextureContent and convert DTX BitmapContent to Color.

+ 9 - 0
Content.Pipeline/GraphicsImporters/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+Supporting base library for Aether.Content.Pipeline.
+
+* 'DynamicModel' - Base Processor to customize the build in Model. It allows to modify
+VertexBuffer & IndexBuffers, make them Dynamic and WriteOnly.

+ 6 - 0
Content.Pipeline/RawModelProcessor/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Processors
+
+* 'RawModelProcessor' - Import 3D Models with a raw copy of Vertex/Index data for platforms that don't support GetData().

+ 20 - 0
Content.Pipeline/SLMCImporter/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+* 'SLMCImporter' - Import an .slmc file. Compines color channels from multiple textures, into a single texture.
+
+example:
+
+<?xml version="1.0" encoding="UTF-8"?>
+<channels>
+   <image source="Channel0.png"/>
+   <image source="Channel1.png"/>
+   <image source="Channel2.png"/>
+   <image source="Channel3.png"/>
+</channels>
+
+## Content Processors
+
+* 'SLMCProcessor' - Process a TextureContent from SLMCImporter. Can convert BGRA4444 and generate Mipmaps.

+ 10 - 0
Content.Pipeline/TilemapImporters/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+* 'TilemapImporter' - Import tilemap files. Supports .tmx files. Mipmaps are generated individually for each sprite, no color-leak.
+
+## Content Processors
+
+* 'TilemapProcessor' - Process a TilemapContent and generate a Tilemap.

+ 6 - 0
Content.Pipeline/VoxelImporters/README.md

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+# Aether.Content.Pipeline
+Content Importers for [Kni](https://github.com/kniengine/kni) framework.
+
+## Content Importers
+
+* 'VoxelModelImporter' - Import .vox files as 3D Models

+ 10 - 0
Graphics/README.md

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+# Aether.Graphics
+Graphics library for [Kni](https://github.com/kniengine/kni) framework.
+
+## Graphics
+
+Supporting base library for Aether.Graphics.
+
+* DynamicIndexBufferReader
+* DynamicVertexBufferReader
+

+ 2 - 14
README.md

@@ -1,5 +1,5 @@
 # Aether.Extras
-Content Importers and Shaders for [MonoGame](https://github.com/MonoGame/MonoGame) and [Kni](https://github.com/kniengine/kni) framework.
+Content Importers and Shaders for and [Kni](https://github.com/kniengine/kni) framework.
 
 ## Content Importers
 
@@ -12,21 +12,9 @@ Content Importers and Shaders for [MonoGame](https://github.com/MonoGame/MonoGam
 VertexBuffer & IndexBuffers, make them Dynamic and WriteOnly.
 * 'VoxelModelImporter' - Import .vox files as 3D Models.
 * 'AtlasImporter' - Import sprite atlas. Supports .tmx files. Mipmaps are generated individually for each sprite, no color-leak.
-* 'TilemapImporter' - Import tilemap files. Supports .tmx files.
+* 'TilemapImporter' - Import tilemap files. Supports .tmx files. Mipmaps are generated individually for each sprite, no color-leak.
 
 ## nkast.Aether.Animation
 
 Play animated 3D models and support for CPU animation.
 CPU animation is optimized using unsafe code, writing directly to mapped VertexBuffer memory using reflection (DirectX). 
-
-## nkast.Aether.Graphics
-
-Draw Atlas sprites from TextureAtlas.
-Draw Tilemaps.
-
-## nkast.Aether.Shaders
-
-* 'FXAA' - MonoGame port of NVIDIA's FXAA 3.11 shader.
-* 'Deferred' - Deferred rendering.
-* 'InfiniteGrid' - Draws an Infinite Grid.
-* 'Tilemap' - Draws a Tilemap texture.

+ 10 - 0
Shaders/Deferred/README.md

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+# Aether.Shaders
+Shaders for [Kni](https://github.com/kniengine/kni) framework.
+
+## Shaders
+
+* 'DeferredBasicEffect' - Deferred rendering.
+* 'DeferredPointLight' - Deferred rendering.
+* 'DeferredSpotLight' - Deferred rendering.
+* 'DeferredClearGBuffer' - Deferred rendering.
+* 'DeferredCombine' - Deferred rendering.

+ 5 - 2
Shaders/FXAA/README.md

@@ -1,3 +1,6 @@
-# Aether.Shaders.FXAA
+# Aether.Shaders
+Shaders for [Kni](https://github.com/kniengine/kni) framework.
 
-MonoGame port of NVIDIA's FXAA 3.11 shader.
+## Shaders
+
+* 'FXAA' - KNI port of NVIDIA's FXAA 3.11 shader.

+ 21 - 0
Shaders/InfiniteGrid/README.md

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+# Aether.Shaders
+Shaders for [Kni](https://github.com/kniengine/kni) framework.
+
+## Shaders
+
+* 'InfiniteGridEffect' - Draws an Infinite Grid.
+
+## Game Components
+
+* 'InfiniteGridComponent'
+
+example:
+       
+    // Initialize
+    gridComponent = new InfiniteGridComponent(GraphicsDevice, Content);
+    Components.Add(gridComponent);
+           
+    // Update
+    gridComponent.Projection = projection;
+    gridComponent.View = view;
+    gridComponent.EditMatrix = Matrix.Identity; // XY plane

+ 6 - 0
Shaders/Tilemap/README.md

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+# Aether.Shaders
+Shaders for [Kni](https://github.com/kniengine/kni) framework.
+
+## Shaders
+
+* 'TilemapEffect' - GPU tilemap renderer.

+ 22 - 0
Tilemap/README.md

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+# Aether.Graphics
+Graphics library for [Kni](https://github.com/kniengine/kni) framework.
+
+## Graphics
+
+* 'Tilemap' - Draws a Tilemap texture.
+
+example:
+
+    // Initialize
+    tilemap = Content.Load<Tilemap>("tilemap");
+
+    // Draw
+    Viewport viewport = GraphicsDevice.Viewport;
+    
+    tilemap.Effect.World = Matrix.Identity;
+    tilemap.Effect.View = Matrix.Identity; // camera
+    tilemap.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, viewport.Width, viewport.Height, 0, 0, 1);
+            
+    spriteBatch.Begin(0, BlendState.AlphaBlend, SamplerState.PointWrap, null, null, tilemap.Effect);
+    spriteBatch.Draw(tilemap.TextureMap, mipSize, Color.White);
+    spriteBatch.End();