17.09.2020

+ Generic Scene
+ Generic Camera
+ Generic Window
+ Contexts for drawing and updateing

+ very basic 2D-implermention
This commit is contained in:
Michel Fedde 2020-09-17 21:28:16 +02:00
parent 9889366317
commit 589d131246
25 changed files with 383 additions and 78 deletions

View file

@ -1,47 +0,0 @@
using System;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Shaders;
namespace SM.Base
{
public class GenericWindow : GameWindow
{
private TestShader shader;
private Matrix4 _viewMatrix;
public GenericWindow() : base(1280, 720, GraphicsMode.Default, "Testing", GameWindowFlags.Default, DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
shader = new TestShader(new ShaderFileCollection(File.ReadAllText("test/test.vert"), File.ReadAllText("test/test.frag")));
shader.Compile();
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
shader.Draw(_viewMatrix);
SwapBuffers();
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GL.Viewport(ClientRectangle);
_viewMatrix = Matrix4.LookAt(Vector3.UnitZ, Vector3.Zero, Vector3.UnitY) *
Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(90), Width / Height, 0.1f, 100);
}
}
}

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@ -45,14 +45,23 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="GenericWindow.cs" />
<Compile Include="Scene\IShowCollection.cs" />
<Compile Include="Scene\IShowItem.cs" />
<Compile Include="Shader\InstanceShader.cs" />
<Compile Include="Shader\Shaders.cs" />
<Compile Include="Window\Contexts\DrawContext.cs" />
<Compile Include="Window\Contexts\UpdateContext.cs" />
<Compile Include="Window\GenericWindow.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scene\GenericCamera.cs" />
<Compile Include="Scene\GenericScene.cs" />
<Compile Include="StaticObjects\Plate.cs" />
<Compile Include="TestShader.cs" />
</ItemGroup>
<ItemGroup>
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
<EmbeddedResource Include="Shader\Files\default.frag" />
<EmbeddedResource Include="Shader\Files\default.vert" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SM.OGL\SM.OGL.csproj">
@ -60,6 +69,8 @@
<Name>SM.OGL</Name>
</ProjectReference>
</ItemGroup>
<ItemGroup />
<ItemGroup>
<Folder Include="Types\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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@ -0,0 +1,26 @@
using OpenTK;
namespace SM.Base.Scene
{
public abstract class GenericCamera
{
public static Matrix4 OrthographicWorld { get; protected set; }
public static Matrix4 PerspectiveWorld { get; protected set; }
public static Vector3 UpVector { get; set; } = Vector3.UnitY;
public Matrix4 ViewMatrix { get; protected set; }
public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
internal Matrix4 CalculateViewMatrix()
{
ViewMatrix = ViewCalculation();
return ViewMatrix;
}
public abstract Matrix4 ViewCalculation();
public abstract bool Orthographic { get; }
public abstract void RecalculateWorld(float width, float height);
}
}

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@ -0,0 +1,23 @@
using System.Collections.Generic;
using SM.Base.Contexts;
namespace SM.Base.Scene
{
public abstract class GenericScene<TCamera> : IShowCollection
where TCamera : GenericCamera
{
public List<IShowItem> Objects { get; } = new List<IShowItem>();
public TCamera Camera { get; set; }
public Dictionary<string, TCamera> Cameras = new Dictionary<string, TCamera>();
public void Draw(DrawContext context)
{
if (!context.ForceViewport && Camera != null) context.View = Camera.ViewMatrix;
for(int i = 0; i < Objects.Count; i++)
Objects[i].Draw(context);
}
}
}

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@ -0,0 +1,9 @@
using System.Collections.Generic;
namespace SM.Base.Scene
{
public interface IShowCollection
{
List<IShowItem> Objects { get; }
}
}

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@ -0,0 +1,10 @@
using SM.Base.Contexts;
namespace SM.Base.Scene
{
public interface IShowItem
{
void Update(UpdateContext context);
void Draw(DrawContext context);
}
}

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@ -0,0 +1,8 @@
#version 330
uniform vec4 Tint;
layout(location = 0) out vec4 color;
void main() {
color = vec4(1,1,1,1) + Tint;
}

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@ -0,0 +1,9 @@
#version 330
layout(location = 0) in vec3 aPos;
uniform mat4 MVP;
uniform mat4 ModelMatrix;
void main() {
gl_Position = MVP * ModelMatrix * vec4(aPos, 1);
}

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@ -0,0 +1,32 @@
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.StaticObjects;
using SM.OGL.Shaders;
namespace SM.Base.Shader
{
public class InstanceShader : GenericShader
{
protected override bool AutoCompile { get; } = true;
public Action<UniformCollection, DrawContext> SetUniform;
public InstanceShader(string vertex, string fragment, Action<UniformCollection, DrawContext> setUniform) : base(
new ShaderFileCollection(vertex, fragment))
{
SetUniform = setUniform;
}
public void Draw(DrawContext context)
{
GL.UseProgram(this);
SetUniform.Invoke(Uniforms, context);
DrawObject(context.Mesh, true);
GL.UseProgram(0);
}
}
}

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@ -0,0 +1,18 @@
using System.IO;
using System.Reflection;
using SM.OGL.Shaders;
namespace SM.Base.Shader
{
public class Shaders
{
public static InstanceShader Default = new InstanceShader(new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.vert")).ReadToEnd(),
new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.frag")).ReadToEnd(),
((u, context) =>
{
u["MVP"].SetMatrix4(context.View * context.World);
u["ModelMatrix"].SetMatrix4(context.ModelMatrix);
u["Tint"].SetUniform4(1,1,1,1);
}));
}
}

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@ -1,25 +0,0 @@
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.StaticObjects;
using SM.OGL.Shaders;
namespace SM.Base
{
public class TestShader : GenericShader
{
public TestShader(ShaderFileCollection shaderFileFiles) : base(shaderFileFiles)
{
}
public void Draw(Matrix4 mvp)
{
GL.UseProgram(this);
Uniforms["MVP"].SetMatrix4(mvp);
DrawObject(Plate.Object, true);
GL.UseProgram(0);
}
}
}

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using OpenTK;
using SM.Base.Scene;
using SM.OGL.Mesh;
namespace SM.Base.Contexts
{
public struct DrawContext
{
public bool ForceViewport;
public Matrix4 World;
public Matrix4 View;
public Matrix4 ModelMatrix;
public Mesh Mesh;
}
}

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namespace SM.Base.Contexts
{
public struct UpdateContext
{
public double Deltatime;
}
}

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using System;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.StaticObjects;
using SM.OGL.Shaders;
namespace SM.Base
{
public class GenericWindow<TScene, TCamera> : GameWindow
where TScene : GenericScene<TCamera>, new()
where TCamera : GenericCamera, new()
{
private TCamera _viewportCamera;
public TScene CurrentScene { get; private set; }
public bool ForceViewportCamera { get; set; } = false;
public GenericWindow() : base(1280, 720, GraphicsMode.Default, "Testing", GameWindowFlags.Default, DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{
_viewportCamera = new TCamera();
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
DrawContext drawContext = new DrawContext()
{
World = _viewportCamera.World,
View = _viewportCamera.CalculateViewMatrix(),
ModelMatrix = Matrix4.Identity,
Mesh = Plate.Object,
ForceViewport = ForceViewportCamera
};
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
CurrentScene.Draw(drawContext);
SwapBuffers();
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
GL.Viewport(ClientRectangle);
_viewportCamera.RecalculateWorld(Width, Height);
}
public virtual void SetScene(TScene scene)
{
CurrentScene = scene;
}
}
}