Beispiel #1
0
        public override void Draw()
        {
            surface.Bind();

            // Clear the screen
            if (Input.Keyboard.Down(KeyCode.Space))
            {
                Graphics.Clear(1d);
            }
            else
            {
                Graphics.Clear(Colour.Black);
            }

            Graphics.State.Reset();
            DepthState.LessEqual.Set();
            CullModeState.Set(cullModeState);
            PolygonModeState.Set(polygonModeState);

            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Camera.Matrix;

            Renderer.Draw.ResetTransform();
            Renderer.Draw3D.ResetTransform();

            // Start Drawing
            Renderer.Draw3D.Cube(Colour.Green);

            // Draw to Screen
            Framebuffer.Default.Bind();
            Graphics.Clear(new Colour(0.1f, 0.1f, 0.1f, 1f));
            Graphics.State.Reset();

            // Render Framebuffer
            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Framebuffer.Default.Matrix;
            scale = Math.Max(1, Math.Min(Window.Width / width, Window.Height / height));
            Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Colour.White);

            Renderer.Draw.Text(SpriteFonts.Font,
                               debugString,
                               new Vector2(2, Framebuffer.Current.Height - 1),
                               Vector2.One * 3f,
                               Colour.White,
                               HAlign.Left,
                               VAlign.Top);

            Renderer.Flush();

            // Screenshot
            if (Input.Keyboard.Pressed(KeyCode.F9))
            {
                string s = "./screenshots/";
                if (!Directory.Exists(s))
                {
                    Directory.CreateDirectory(s);
                }

                int sequentialNumber = 1;
                while (File.Exists($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png"))
                {
                    sequentialNumber++;
                }

                surface.SavePNG($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png");

                //System.GC.Collect();
            }
        }
Beispiel #2
0
        public override void Draw()
        {
            float totalMilliseconds = (float)(System.DateTime.Now - new System.DateTime(1970, 1, 1)).TotalMilliseconds;
            float totalSeconds      = (float)(System.DateTime.Now - new System.DateTime(1970, 1, 1)).TotalSeconds;

            surface.Bind();

            // Clear the screen
            //if (Input.Keyboard.Down(KeyCode.Space))
            //	Graphics.Clear(1d);
            //else
            Graphics.Clear(Colour.Black);

            Graphics.State.Reset();
            DepthState.LessEqual.Set();
            CullModeState.Set(cullModeState);
            PolygonModeState.Set(polygonModeState);

            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Camera.Matrix;

            Renderer.Draw.ResetTransform();
            Renderer.Draw3D.ResetTransform();

            // Start Drawing
            Renderer.Draw3D.SetTransform(light1Transform);
            Renderer.Draw3D.Cube(light1Colour);
            Renderer.Draw3D.SetTransform(light2Transform);
            Renderer.Draw3D.Cube(light2Colour);
            Renderer.Draw3D.SetTransform(light3Transform);
            Renderer.Draw3D.Cube(light3Colour);
            Renderer.Draw3D.ResetTransform();

            Shaders.PointLightShader.Bind();
            Shaders.PointLightShader.Texture = 0;
            Shaders.PointLightShader.V       = Camera.ViewMatrix;
            Shaders.PointLightShader.P       = Camera.ProjectionMatrix;

            // Directional Light
            //Shaders.CubeShader.DirectionalLight = Vector3.Forward * Matrix.CreateRotationX(0.05f) * Matrix.CreateRotationY(-0.1f);

            // Point Light
            Shaders.PointLightShader.Light1Position = light1Transform.GlobalPosition * Camera.ViewMatrix;
            Shaders.PointLightShader.Light2Position = light2Transform.GlobalPosition * Camera.ViewMatrix;
            Shaders.PointLightShader.Light3Position = light3Transform.GlobalPosition * Camera.ViewMatrix;
            Shaders.PointLightShader.Light1Colour   = light1Colour;
            Shaders.PointLightShader.Light2Colour   = light2Colour;
            Shaders.PointLightShader.Light3Colour   = light3Colour;
            Shaders.PointLightShader.Light1Radius   = 75f;
            Shaders.PointLightShader.Light2Radius   = 75f;
            Shaders.PointLightShader.Light3Radius   = 75f;

            //SpriteSheets.SpriteSheet.Texture.Bind();
            Textures.Hoopoe.Bind();

            Shaders.PointLightShader.M            = cubeTransform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (cubeTransform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            cubeGeometryInput.Bind();
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, cubeIndexBuffer.Count, cubeIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = cube2Transform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (cube2Transform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            cubeGeometryInput.Bind();             // Redundant
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, cubeIndexBuffer.Count, cubeIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = cube3Transform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (cube3Transform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            cubeGeometryInput.Bind();             // Redundant
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, cubeIndexBuffer.Count, cubeIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = icosphereTransform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (icosphereTransform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            icosphereGeometryInput.Bind();
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, icosphereIndexBuffer.Count, icosphereIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = planeTransform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (planeTransform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            planeGeometryInput.Bind();
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, planeIndexBuffer.Count, planeIndexBuffer.IndexType);

            DepthState.Off.Set();
            Shaders.Renderer.Bind();
            //Shaders.Renderer.MVP = Camera.Matrix;
            Shaders.Renderer.MVP = surface.Matrix;
            //Textures.Hoopoe.Bind();
            //Renderer.Draw.Rectangle(40f,
            //						40f,
            //						50f,
            //						50f,
            //						Colour.White,
            //						Colour.White,
            //						Colour.White,
            //						Colour.White,
            //						UV.BottomLeft,
            //						UV.BottomRight,
            //						UV.TopLeft,
            //						UV.TopRight,
            //						-totalSeconds * 0.5f,
            //						new Vector2(65f, 65f));

            Renderer.Draw.Sprite(Sprites.Test1,
                                 new Vector2(1f, 35f),
                                 Vector2.One * 2f,
                                 Colour.White);

            Renderer.Draw.Sprite(Sprites.Test2,
                                 new Vector2(18f, 35f),
                                 Vector2.One * 2f,
                                 Colour.White);

            Renderer.Draw.Sprite(Sprites.Test3,
                                 new Vector2(35f, 35f),
                                 Vector2.One * 2f,
                                 Colour.White);

            //Renderer.Draw.Sprite(Sprites.Hoopoe,
            //					 new Vector2(100f, 20f),
            //					 Vector2.One / Sprites.Hoopoe.MaxLength * 8f * 2f,
            //					 Colour.White);

            //for (int i = 0; i < 1000; i++)
            //{
            //	Renderer.Draw.Sprite(Sprites.Test1,
            //						 new Vector2(40f + i * 0.5f + 100f * Math.Sin((totalMilliseconds + i * 10f) * 0.01f * 0.5f), 20f + i * 0.5f + 100f * Math.Sin((totalMilliseconds + i * 15f) * 0.01f * 0.5f)),
            //						 Vector2.One * 2f,
            //						 Colour.White);
            //}

            Renderer.Draw.Text(SpriteFonts.Font,
                               "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...\nhhhheeeelllloooo",
                               new Vector2(2, height - 1),
                               Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f)),
                               Colour.White,
                               HAlign.Left,
                               VAlign.Top);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   $"|:shadow=0,-1,0.01,0,0,0,0.5:|Still testing...",
            //				   new Vector2(2, 1),
            //				   Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Left,
            //				   VAlign.Bottom);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test",
            //				   new Vector2(width - 1, 1),
            //				   Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Right,
            //				   VAlign.Bottom);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...\nhhhheeeelllloooo",
            //				   new Vector2(width - 1, height - 1),
            //				   Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Right,
            //				   VAlign.Top);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:outline=1,0.01,0,0,0,1:|Test Test Test Test Test Test Test Test Test\nStill testing... ... ...",
            //				   new Vector2(width / 2, height / 2),
            //				   Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Center,
            //				   VAlign.Middle);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...",
            //				   new Vector2(width / 2, height / 2 + 50),
            //				   Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f) * 3f),
            //				   Colour.White,
            //				   HAlign.Center,
            //				   VAlign.Middle);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...",
            //				   new Vector2(width / 2, height / 2 - 50),
            //				   Vector2.One * (1f + (Math.SinNormalized(totalSeconds * 2f) * 2f - 0.5f).Clamp(0.001f, 1f) * 2f),
            //				   Colour.White,
            //				   HAlign.Center,
            //				   VAlign.Middle);

            // Spritesheet test
            SpriteSheets.SpriteSheet.Texture.Bind();
            Renderer.Draw.Rectangle(0f,
                                    0f,
                                    SpriteSheets.SpriteSheet.Texture.Width,
                                    SpriteSheets.SpriteSheet.Texture.Height,
                                    Colour.White,
                                    Colour.White,
                                    Colour.White,
                                    Colour.White,
                                    UV.BottomLeft,
                                    UV.BottomRight,
                                    UV.TopLeft,
                                    UV.TopRight);

            // Draw to Screen
            Framebuffer.Default.Bind();
            Graphics.Clear(new Colour(0.1f, 0.1f, 0.1f, 1f));
            Graphics.State.Reset();

            // Render Framebuffer
            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP     = Framebuffer.Default.Matrix;
            Shaders.Renderer.Texture = 0;
            scale = Math.Max(1, Math.Min(Window.Width / width, Window.Height / height));
            Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Colour.White);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   debugString,
            //				   new Vector2(2, Framebuffer.Current.Height - 1),
            //				   Vector2.One * 3f,
            //				   Colour.White,
            //				   HAlign.Left,
            //				   VAlign.Top);

            Renderer.Flush();
        }
Beispiel #3
0
        public override void Draw()
        {
            surface.Bind();

            // Clear the screen
            if (Input.Keyboard.Down(KeyCode.Space))
            {
                Graphics.Clear(1d);
            }
            else
            {
                Graphics.Clear(Colour.Black);
            }

            Graphics.State.Reset();
            DepthState.LessEqual.Set();
            CullModeState.Set(cullModeState);
            PolygonModeState.Set(polygonModeState);

            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Camera.Matrix;

            Renderer.Draw.ResetTransform();
            Renderer.Draw3D.ResetTransform();

            // Start Drawing
            Renderer.Draw3D.SetTransform(light1Transform);
            Renderer.Draw3D.Cube(light1Colour);
            Renderer.Draw3D.SetTransform(light2Transform);
            Renderer.Draw3D.Cube(light2Colour);
            Renderer.Draw3D.SetTransform(light3Transform);
            Renderer.Draw3D.Cube(light3Colour);
            Renderer.Draw3D.ResetTransform();

            Shaders.PointLightShader.Bind();

            Shaders.PointLightShader.V = Camera.ViewMatrix;
            Shaders.PointLightShader.P = Camera.ProjectionMatrix;

            // Directional Light
            //Shaders.CubeShader.DirectionalLight = Vector3.Forward * Matrix.CreateRotationX(0.05f) * Matrix.CreateRotationY(-0.1f);

            // Point Light
            Shaders.PointLightShader.Light1Position = light1Transform.GlobalPosition * Camera.ViewMatrix;
            Shaders.PointLightShader.Light2Position = light2Transform.GlobalPosition * Camera.ViewMatrix;
            Shaders.PointLightShader.Light3Position = light3Transform.GlobalPosition * Camera.ViewMatrix;
            Shaders.PointLightShader.Light1Colour   = light1Colour;
            Shaders.PointLightShader.Light2Colour   = light2Colour;
            Shaders.PointLightShader.Light3Colour   = light3Colour;
            Shaders.PointLightShader.Light1Radius   = 75f;
            Shaders.PointLightShader.Light2Radius   = 75f;
            Shaders.PointLightShader.Light3Radius   = 75f;

            Shaders.PointLightShader.M            = cubeTransform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (cubeTransform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            cubeGeometryInput.Bind();
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, cubeIndexBuffer.Count, cubeIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = cube2Transform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (cube2Transform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            cubeGeometryInput.Bind();             // Redundant
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, cubeIndexBuffer.Count, cubeIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = cube3Transform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (cube3Transform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            cubeGeometryInput.Bind();             // Redundant
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, cubeIndexBuffer.Count, cubeIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = icosphereTransform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (icosphereTransform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            icosphereGeometryInput.Bind();
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, icosphereIndexBuffer.Count, icosphereIndexBuffer.IndexType);

            Shaders.PointLightShader.M            = planeTransform.Matrix;
            Shaders.PointLightShader.NormalMatrix = (planeTransform.Matrix * Camera.ViewMatrix).ToMatrix3x3().Inverse().Transpose();
            planeGeometryInput.Bind();
            Graphics.DrawIndexedVertexArrays(PrimitiveTopology.TriangleList, 0, planeIndexBuffer.Count, planeIndexBuffer.IndexType);

            // Draw to Screen
            Framebuffer.Default.Bind();
            Graphics.Clear(new Colour(0.1f, 0.1f, 0.1f, 1f));
            Graphics.State.Reset();

            // Render Framebuffer
            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Framebuffer.Default.Matrix;
            scale = Math.Max(1, Math.Min(Window.Width / width, Window.Height / height));
            Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Colour.White);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   debugString,
            //				   new Vector2(2, Framebuffer.Current.Height - 1),
            //				   Vector2.One * 3f,
            //				   Colour.White,
            //				   HAlign.Left,
            //				   VAlign.Top);

            Renderer.Flush();

            // Screenshot
            if (Input.Keyboard.Pressed(KeyCode.F9))
            {
                string s = "./screenshots/";
                if (!System.IO.Directory.Exists(s))
                {
                    Directory.CreateDirectory(s);
                }

                int sequentialNumber = 1;
                while (System.IO.File.Exists($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png"))
                {
                    sequentialNumber++;
                }

                surface.SavePNG($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png");

                //System.GC.Collect();
            }
        }
Beispiel #4
0
        public override void Draw()
        {
            surface.Bind();

            // Clear the screen
            if (Input.Keyboard.Down(KeyCode.Space))
            {
                Graphics.Clear(1d);
            }
            else
            {
                Graphics.Clear(Colour.Black);
            }

            Graphics.State.Reset();
            CullModeState.Set(cullModeState);
            DepthState.LessEqual.Set();
            PolygonModeState.Set(polygonModeState);

            if (Input.Mouse.RightDown)
            {
                Shaders.RendererFog.Bind();
                Shaders.RendererFog.MVP     = Camera.Matrix;
                Shaders.RendererFog.MV      = Camera.ViewMatrix;
                Shaders.RendererFog.FogType = InternalShaders.FogType.Linear;
                //Shaders.RendererFog.FogDensity = 0.013f;
                Shaders.RendererFog.FogColour = Colour.Black;
                Shaders.RendererFog.FogStart  = Camera.zNear;
                Shaders.RendererFog.FogEnd    = Camera.zFar;
            }
            else
            {
                Shaders.Renderer.Bind();
                Shaders.Renderer.MVP = Camera.Matrix;
            }

            Renderer.Draw.ResetTransform();
            Renderer.Draw3D.ResetTransform();

            // Start Drawing

            Renderer.Draw3D.SetTransform(test);
            Renderer.Draw3D.Cube(Colour.Cyan,
                                 Colour.Yellow,
                                 Colour.Red,
                                 Colour.Blue,
                                 Colour.Green,
                                 Colour.Magenta);
            Renderer.Draw3D.ResetTransform();

            Renderer.Draw3D.SetTransform(test2);
            Colour c2 = new Colour(Math.CosNormalized(Time.TotalSeconds * 1.5f), Math.CosNormalized(Time.TotalSeconds * 1.4f), Math.CosNormalized(Time.TotalSeconds * 1.3f), 1f);

            Renderer.Draw3D.CubeWireframe(c2);
            Renderer.Draw3D.ResetTransform();

            Renderer.Draw3D.SetTransform(test3);
            Renderer.Draw3D.Cube(new Colour(0f, 0f, 0f, 1f),
                                 new Colour(1f, 0f, 0f, 1f),
                                 new Colour(0f, 1f, 0f, 1f),
                                 new Colour(1f, 1f, 0f, 1f),
                                 new Colour(0f, 0f, 1f, 1f),
                                 new Colour(1f, 0f, 1f, 1f),
                                 new Colour(0f, 1f, 1f, 1f),
                                 new Colour(1f, 1f, 1f, 1f));
            Renderer.Draw3D.ResetTransform();

            Transform cubeGridTransformParent = new Transform();

            cubeGridTransformParent.Position = new Vector3(80, 0, 80);
            for (int x = 0; x < 5; x++)
            {
                for (int y = 0; y < 5; y++)
                {
                    for (int z = 0; z < 5; z++)
                    {
                        Transform cubeGridTransform = new Transform();
                        cubeGridTransform.Parent   = cubeGridTransformParent;
                        cubeGridTransform.Position = new Vector3(x * 6, y * 6, z * 6);
                        cubeGridTransform.Rotation = Quaternion.CreateFromEuler(new Vector3(-Time.TotalSeconds * 0.3f * x, -Time.TotalSeconds * 0.25f * y, -Time.TotalSeconds * 0.09f * z));
                        cubeGridTransform.Shear    = new Shear3D(Math.Sin(y * Time.TotalSeconds * 1.7f) * 0.2f, z * Math.Sin(Time.TotalSeconds * 1.9f) * 0.4f,
                                                                 Math.Sin(x * Time.TotalSeconds * 1.8f) * 0.3f, z * Math.Sin(Time.TotalSeconds * 1.8f) * 0.3f,
                                                                 Math.Sin(x * Time.TotalSeconds * 1.9f) * 0.4f, y * Math.Sin(Time.TotalSeconds * 1.7f) * 0.2f);
                        Renderer.Draw3D.SetTransform(cubeGridTransform);
                        //Renderer.Draw3D.CubeLines(new Colour(Math.SinNormalized(x + Time.TotalSeconds * 1.5f), Math.SinNormalized(y + Time.TotalSeconds * 1.4f), Math.SinNormalized(z + Time.TotalSeconds * 1.3f), 1f));
                        Renderer.Draw3D.Cube(Colour.Cyan,
                                             Colour.Yellow,
                                             Colour.Red,
                                             Colour.Blue,
                                             Colour.Green,
                                             Colour.Magenta);
                        //Renderer.Draw3D.Cube(new Colour(0f, 0f, 0f, 1f),
                        //						  new Colour(1f, 0f, 0f, 1f),
                        //						  new Colour(0f, 1f, 0f, 1f),
                        //						  new Colour(1f, 1f, 0f, 1f),
                        //						  new Colour(0f, 0f, 1f, 1f),
                        //						  new Colour(1f, 0f, 1f, 1f),
                        //						  new Colour(0f, 1f, 1f, 1f),
                        //						  new Colour(1f, 1f, 1f, 1f));
                    }
                }
            }
            Renderer.Draw3D.ResetTransform();

            Transform2D t2D = new Transform2D();

            //t2D.Rotation = Math.Sin(Time.TotalSeconds) * 0.03f;
            t2D.ShearX = Math.Sin(Time.TotalSeconds) * 0.4f;
            t2D.ShearY = Math.Sin(Time.TotalSeconds * 0.7f) * 0.5f;
            Renderer.Draw.SetTransform(t2D);
            Transform t = new Transform();

            //t.Rotation = Quaternion.CreateRotationZ(Math.Sin(Time.TotalSeconds) * 0.01f);
            //t.Shear = new Shear3D(0, 0, Math.Sin(Time.TotalSeconds * 0.7f) * 0.5f, Math.Cos(Time.TotalSeconds * 0.7f) * 0.5f, 0, 0);
            Renderer.Draw3D.SetTransform(t);

            Colour gridColour = new Colour(0.1f, 0.1f, 0.1f, 1f);
            int    length     = 100;
            //for (int yy = -length; yy <= length; yy++)
            //for (int yy = 0; yy <= 0; yy++)
            //{
            //float yy = cameraPosition.Y - 2f;
            float yy = -5f;

            for (int i = 0; i <= length; i++)
            {
                Renderer.Draw3D.Line(new Vector3(-length, yy, i),
                                     new Vector3(length, yy, i),
                                     gridColour);
                if (i != 0)
                {
                    Renderer.Draw3D.Line(new Vector3(-length, yy, -i),
                                         new Vector3(length, yy, -i),
                                         gridColour);
                }

                Renderer.Draw3D.Line(new Vector3(i, yy, -length),
                                     new Vector3(i, yy, length),
                                     gridColour);
                if (i != 0)
                {
                    Renderer.Draw3D.Line(new Vector3(-i, yy, -length),
                                         new Vector3(-i, yy, length),
                                         gridColour);
                }
            }
            Renderer.Draw3D.Line(new Vector3(-length, yy, -length),
                                 new Vector3(-length, yy + length, -length),
                                 gridColour);
            Renderer.Draw3D.Line(new Vector3(length, yy, -length),
                                 new Vector3(length, yy + length, -length),
                                 gridColour);
            Renderer.Draw3D.Line(new Vector3(-length, yy, length),
                                 new Vector3(-length, yy + length, length),
                                 gridColour);
            Renderer.Draw3D.Line(new Vector3(length, yy, length),
                                 new Vector3(length, yy + length, length),
                                 gridColour);
            //}
            //for (int y = -length; y <= length; y++)
            //{
            //	for (int x = -length; x <= length; x++)
            //	{
            //		for (int z = -length; z <= length; z++)
            //		{
            //			Renderer.Draw.Points.Point(new Vector3(x, y, z), gridColour);
            //		}
            //	}
            //}

            Renderer.Draw.Triangle(new Vector2(0f, 1f),
                                   new Vector2(0f, 1f) * Matrix2D.CreateRotationZ(Rotation.Third),
                                   new Vector2(0f, 1f) * Matrix2D.CreateRotationZ(Rotation.TwoThirds),
                                   Colour.Red,
                                   Colour.Green,
                                   Colour.Blue,
                                   null,
                                   null,
                                   null,
                                   -Time.TotalSeconds * 0.5f,
                                   Vector2.Zero);

            // Right
            Renderer.Draw3D.Triangle(new Vector3(20f, 10f, 0f),
                                     new Vector3(20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.Third),
                                     new Vector3(20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);
            Renderer.Draw3D.Triangle(new Vector3(50f, 50f, 0f),
                                     new Vector3(50f, 50f, 0f) * Quaternion.CreateRotationX(Rotation.Third),
                                     new Vector3(50f, 50f, 0f) * Quaternion.CreateRotationX(Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);

            // Left
            Renderer.Draw3D.Triangle(new Vector3(-20f, 10f, 0f),
                                     new Vector3(-20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.TwoThirds),
                                     new Vector3(-20f, 10f, 0f) * Quaternion.CreateRotationX(Rotation.Third),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);
            Renderer.Draw3D.Triangle(new Vector3(-50f, 50f, 0f),
                                     new Vector3(-50f, 50f, 0f) * Quaternion.CreateFromAxisAngle(Vector3.Left, Rotation.Third),
                                     new Vector3(-50f, 50f, 0f) * Quaternion.CreateFromAxisAngle(Vector3.Left, Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);

            // Forward
            //Renderer.Draw3D.Triangle(new Vector3(0f, 2f, 10f),
            //						 new Vector3(0f, 2f, 10f) * Quaternion.CreateRotationZ(Rotation.Third),
            //						 new Vector3(0f, 2f, 10f) * Quaternion.CreateRotationZ(Rotation.TwoThirds),
            //						 Colour.Red,
            //						 Colour.Green,
            //						 Colour.Blue);
            //Renderer.Draw3D.Triangle(new Vector3(0f, 10f, 20f),
            //						 new Vector3(0f, 10f, 20f) * Quaternion.CreateRotationZ(Rotation.Third),
            //						 new Vector3(0f, 10f, 20f) * Quaternion.CreateRotationZ(Rotation.TwoThirds),
            //						 Colour.Red,
            //						 Colour.Green,
            //						 Colour.Blue);
            //Renderer.Draw3D.Triangle(new Vector3(0f, 50f, 50f),
            //						 new Vector3(0f, 50f, 50f) * Quaternion.CreateRotationZ(Rotation.Third).Matrix,
            //						 new Vector3(0f, 50f, 50f) * Quaternion.CreateRotationZ(Rotation.TwoThirds).Matrix,
            //						 Colour.Red,
            //						 Colour.Green,
            //						 Colour.Blue);
            for (int i = 0; i < 500; i += 5)
            {
                Renderer.Draw3D.Triangle(new Vector3(0f, i * 0.2f, i * 0.5f) * Quaternion.CreateRotationZ(Rotation.Zero + i * 0.001f - Time.TotalSeconds * 0.1f),
                                         new Vector3(0f, i * 0.2f, i * 0.5f) * Quaternion.CreateRotationZ(Rotation.Third + i * 0.001f - Time.TotalSeconds * 0.1f),
                                         new Vector3(0f, i * 0.2f, i * 0.5f) * Quaternion.CreateRotationZ(Rotation.TwoThirds + i * 0.001f - Time.TotalSeconds * 0.1f),
                                         Colour.Red,
                                         Colour.Green,
                                         Colour.Blue);
            }

            // Backward
            Renderer.Draw3D.Triangle(new Vector3(0f, 10f, -20f),
                                     new Vector3(0f, 10f, -20f) * Quaternion.CreateRotationZ(Rotation.TwoThirds),
                                     new Vector3(0f, 10f, -20f) * Quaternion.CreateRotationZ(Rotation.Third),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);
            Renderer.Draw3D.Triangle(new Vector3(0f, 50f, -50f),
                                     new Vector3(0f, 50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Backward, Rotation.Third),
                                     new Vector3(0f, 50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Backward, Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);

            // Up
            Renderer.Draw3D.Triangle(new Vector3(0f, 20f, -10f),
                                     new Vector3(0f, 20f, -10f) * Quaternion.CreateRotationY(Rotation.Third),
                                     new Vector3(0f, 20f, -10f) * Quaternion.CreateRotationY(Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);
            Renderer.Draw3D.Triangle(new Vector3(0f, 50f, -50f),
                                     new Vector3(0f, 50f, -50f) * Quaternion.CreateRotationY(Rotation.Third),
                                     new Vector3(0f, 50f, -50f) * Quaternion.CreateRotationY(Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);

            // Down
            Renderer.Draw3D.Triangle(new Vector3(0f, -20f, -10f),
                                     new Vector3(0f, -20f, -10f) * Quaternion.CreateRotationY(Rotation.TwoThirds),
                                     new Vector3(0f, -20f, -10f) * Quaternion.CreateRotationY(Rotation.Third),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);
            Renderer.Draw3D.Triangle(new Vector3(0f, -50f, -50f),
                                     new Vector3(0f, -50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Down, Rotation.Third),
                                     new Vector3(0f, -50f, -50f) * Quaternion.CreateFromAxisAngle(Vector3.Down, Rotation.TwoThirds),
                                     Colour.Red,
                                     Colour.Green,
                                     Colour.Blue);

            DepthMaskState.Disabled.Set();
            Textures.Test.Bind();
            Renderer.Draw.Rectangle(2f,
                                    -0.5f,
                                    1f,
                                    1f,
                                    Colour.White,
                                    Colour.White,
                                    Colour.White,
                                    Colour.White,
                                    UV.BottomLeft,
                                    UV.BottomRight,
                                    UV.TopLeft,
                                    UV.TopRight,
                                    -Time.TotalSeconds * 0.5f,
                                    new Vector2(2.5f, 0f));

            Renderer.Draw.Sprite(Sprites.Test1,
                                 new Vector2(4f, -0.5f),
                                 Vector2.One / Sprites.Test1.MaxLength,
                                 Colour.White);

            Renderer.Draw.Sprite(Sprites.Test2,
                                 new Vector2(6f, -0.5f),
                                 Vector2.One / Sprites.Test2.MaxLength,
                                 Colour.White);

            Renderer.Draw.Sprite(Sprites.Test3,
                                 new Vector2(8f, -0.5f),
                                 Vector2.One / Sprites.Test3.MaxLength,
                                 Colour.White);

            Renderer.Draw.Text(SpriteFonts.Font,
                               "|:shadow=0,-1,0.01,0,0,0,0.5:|ABCDEFGHIJKLMNOPQRSTUVWXYZ\nabcdefghijklmnopqrstuvwxyz\n1234567890\n_-+=(){}[]<>\\|/;:'\"?.,!@#$%^&*~`",
                               new Vector2(0f, 4f),
                               Vector2.One / 7f,
                               Colour.White,
                               HAlign.Center,
                               VAlign.Middle);
            DepthMaskState.Reset();

            Renderer.Draw.ResetTransform();

            // Test Geometry Shader
            //Shaders.GeometryTest.Bind();
            //Shaders.GeometryTest.MVP = Camera.Matrix;
            //for (int x = 0; x < 20; x++)
            //{
            //	for (int y = 0; y < 20; y++)
            //	{
            //		Renderer.Draw3D.Point(x * 1.1f, y * 1.1f, 0f, Colour.Red);
            //	}
            //}

            // NoiseShader Test
            Shaders.Noise.Bind();
            Shaders.Noise.MVP  = Camera.Matrix;
            Shaders.Noise.Time = Time.TotalSeconds;

            Renderer.Draw3D.Rectangle(new Vector3(-10f, -5f, -1f),
                                      new Vector3(10f, -5f, -1f),
                                      new Vector3(-10f, 5f, -1f),
                                      new Vector3(10f, 5f, -1f),
                                      Colour.White,
                                      //UV.BottomLeft,
                                      //UV.BottomRight,
                                      //UV.TopLeft,
                                      //UV.TopRight
                                      new Vector2(-1, -0.75f),
                                      new Vector2(1, -0.75f),
                                      new Vector2(-1, 0.75f),
                                      new Vector2(1, 0.75f)
                                      );

            // GUI Layer

            DepthState.Off.Set();
            Scene.Current?.Draw();

            Camera2D.Width  = Framebuffer.Current.Width;
            Camera2D.Height = Framebuffer.Current.Height;
            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Camera2D.Matrix;

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...\nhhhheeeelllloooo",
            //				   new Vector2(2, height - 1),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Left,
            //				   VAlign.Top);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   $"|:shadow=0,-1,0.01,0,0,0,0.5:|{Camera.Rotation}\nStill testing...",
            //				   new Vector2(2, 1),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Left,
            //				   VAlign.Bottom);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test",
            //				   new Vector2(width - 1, 1),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Right,
            //				   VAlign.Bottom);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...\nhhhheeeelllloooo",
            //				   new Vector2(width - 1, height - 1),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Right,
            //				   VAlign.Top);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:outline=1,0.01,0,0,0,1:|Test Test Test Test Test Test Test Test Test\nStill testing... ... ...",
            //				   new Vector2(width / 2, height / 2),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f)),
            //				   Colour.White,
            //				   HAlign.Center,
            //				   VAlign.Middle);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...",
            //				   new Vector2(width / 2, height / 2 + 50),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f) * 3f),
            //				   Colour.White,
            //				   HAlign.Center,
            //				   VAlign.Middle);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   "|:shadow=0,-1,0.01,0,0,0,0.5:|Test Test\nStill testing...",
            //				   new Vector2(width / 2, height / 2 - 50),
            //				   Vector2.One * (1f + Math.SinNormalized(Time.TotalSeconds * 2f).Clamp(0.001f, 1f) * 2f),
            //				   Colour.White,
            //				   HAlign.Center,
            //				   VAlign.Middle);

            //Renderer.Draw.TriangleListStrip.Begin();
            ////int ii = Random.Range(1000, 10000);
            //for (int i = 0; i < 10000; i++)
            //	Renderer.Draw.TriangleListStrip.AddVertex(new Vector3(Random.Range(-100f, 100f), Random.Range(-100f, 100f), 0.0f),
            //										  new Colour(Random.Range(1f), Random.Range(1f), Random.Range(1f), Random.Range(1f)));
            //Renderer.Draw.TriangleListStrip.End();

            // TODO - LineListStrip
            //Renderer.Draw.LineListStrip.Begin();
            //for (int i = 0; i < 10; i++)
            //	Renderer.Draw.LineListStrip.AddVertex(new Vector3(Random.Range(-6f, -2f), Random.Range(-2f, 2f), 0.0f),
            //									  new Colour(Random.Range(1f), Random.Range(1f), Random.Range(1f), Random.Range(1f)));
            //Renderer.Draw.LineListStrip.End();

            //Renderer.Draw.Circle(new Vector2(0f, -8f), 10f, Colour.Green, Colour.Green.Alpha(0.1f), (int)Math.Lerp(8f, 64f, Math.SinNormalized(Time.TotalSeconds)));

            //for (int i = 0; i < 10000; i++)
            //	Renderer.Draw.PolyPoint(new Vector2(Random.Range(0, width), Random.Range(0, height)),
            //							new Colour(Random.Range(1f), Random.Range(1f), Random.Range(1f), 1f));

            //Framebuffer.Bind(null);
            //Renderer.Draw.Framebuffer(surface, 0,
            //						   -5f, 5f, 0.1f,
            //						   Colour.White);

            //Renderer.Draw.Text(SpriteFonts.Font,
            //				   debugString,
            //				   new Vector2(2, Framebuffer.Current.Height - 1),
            //				   Vector2.One,
            //				   Colour.White,
            //				   HAlign.Left,
            //				   VAlign.Top);

            // Draw Depth Buffer
            if (Input.Keyboard.Down(KeyCode.F1))
            {
                Graphics.State.Reset();
                Shaders.LinearizeDepth.Bind();
                Shaders.LinearizeDepth.MVP   = surface.Matrix;
                Shaders.LinearizeDepth.zNear = Camera.zNear;
                Shaders.LinearizeDepth.zFar  = Camera.zFar;
                Renderer.Draw.Framebuffer(surface, TextureAttachment.Depth, 0, 0, Colour.White);

                Shaders.Renderer.Bind();
                Shaders.Renderer.MVP = Framebuffer.Default.Matrix;
            }

            // Draw to Screen
            Framebuffer.Default.Bind();
            Graphics.Clear(new Colour(0.1f, 0.1f, 0.1f, 1f));
            Graphics.State.Reset();

            scale = Math.Max(1, Math.Min(Window.Width / width, Window.Height / height));

            // Render Framebuffer
            Shaders.Renderer.Bind();
            Shaders.Renderer.MVP = Framebuffer.Default.Matrix;
            Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Colour.White);
            //Renderer.Draw.Framebuffer(surface, TextureAttachment.Colour0, (Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, scale, Math.Sin(Time.TotalSeconds) * 0.03f, new Vector2(Window.Width / 2f, Window.Height / 2f), Colour.White);

            // Blit Framebuffer
            //surface.BlitTextureTo(Framebuffer.Default, TextureAttachment.Colour0, BlitFilter.Nearest, new RectangleI((Window.Width - width * scale) / 2, (Window.Height - height * scale) / 2, width * scale, height * scale));

            Renderer.Draw.Text(SpriteFonts.Font,
                               debugString,
                               new Vector2(2, Framebuffer.Current.Height - 1),
                               Vector2.One * 3f,
                               Colour.White,
                               HAlign.Left,
                               VAlign.Top);

            Renderer.Flush();

            // Screenshot
            if (Input.Keyboard.Pressed(KeyCode.F9))
            {
                string s = "X:/Dropbox/Clint/Gamedev/2018-03-22 CKGL/screenshots/";
                if (!System.IO.Directory.Exists(s))
                {
                    s = "C:/Users/Clint Kilmer/Dropbox/Clint/Gamedev/2018-03-22 CKGL/screenshots/";
                }

                int sequentialNumber = 1;
                while (System.IO.File.Exists($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png"))
                {
                    sequentialNumber++;
                }

                surface.SavePNG($@"{s}{System.DateTime.Now:yyyy-MM-dd HH.mm.ss}-{sequentialNumber} [CKGL].png");

                //System.GC.Collect();
            }
        }