Added missing summeries #1

This commit is contained in:
Michel Fedde 2021-03-17 17:09:59 +01:00
parent 03d99ea28e
commit 8665b5b709
104 changed files with 1165 additions and 821 deletions

View file

@ -1,11 +1,16 @@
using System.Collections.Generic;
#region usings
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.Base.Shaders;
using SM.OGL.Mesh;
namespace SM.Base.Windows
#endregion
namespace SM.Base.Window
{
public struct DrawContext
{

View file

@ -1,7 +1,10 @@
using OpenTK.Input;
#region usings
using SM.Base.Scene;
namespace SM.Base.Windows
#endregion
namespace SM.Base.Window
{
public struct UpdateContext
{

View file

@ -1,20 +1,39 @@
using System;
using System.Windows;
#region usings
using System;
using System.Windows.Forms;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Input;
using SM.Base.Controls;
using SM.Base.Scene;
using SM.OGL;
using Mouse = SM.Base.Controls.Mouse;
namespace SM.Base.Windows
#endregion
namespace SM.Base.Window
{
public class GLWindow : GameWindow, IGenericWindow
{
private Vector2 _flagWindowSize;
public WindowFlags WindowFlags;
public GLWindow() : this(1280, 720, "Generic OpenGL Title", WindowFlags.Window)
{
}
public GLWindow(int width, int height, string title, WindowFlags flags, VSyncMode vSync = VSyncMode.On) :
base(width, height, default, title, (GameWindowFlags) flags, DisplayDevice.Default,
GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion,
GraphicsContextFlags.Default)
{
VSync = vSync;
_flagWindowSize = new Vector2(width, height);
ChangeWindowFlag(flags);
}
public bool Loading { get; private set; } = true;
public float AspectRatio { get; set; }
@ -29,78 +48,12 @@ namespace SM.Base.Windows
public ISetup AppliedSetup { get; private set; }
public event Action<IGenericWindow> Resize;
public event Action<IGenericWindow> Load;
public event Action<IGenericWindow> Loaded;
public GenericScene CurrentScene { get; private set; }
public RenderPipeline CurrentRenderPipeline { get; private set; }
public WindowFlags WindowFlags;
public GLWindow() : this(1280, 720, "Generic OpenGL Title", WindowFlags.Window) {}
public GLWindow(int width, int height, string title, WindowFlags flags, VSyncMode vSync = VSyncMode.On) :
base(width, height, default, title, (GameWindowFlags)flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
{
VSync = vSync;
_flagWindowSize = new Vector2(width, height);
ChangeWindowFlag(flags);
}
protected override void OnLoad(EventArgs e)
{
WindowCode.Load(this);
SMRenderer.CurrentWindow = this;
base.OnLoad(e);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
WindowCode.Resize(this);
if (WindowFlags == WindowFlags.Window) _flagWindowSize = WindowSize;
if (Loading)
{
Loading = false;
Loaded?.Invoke(this);
AppliedSetup?.Loaded(this);
}
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (!Focused && !UpdateWhileUnfocused) return;
base.OnUpdateFrame(e);
WindowCode.Update(this, (float)e.Time);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
WindowCode.Render(this, (float)e.Time);
SwapBuffers();
GLDebugging.CheckGLErrors();
}
protected override void OnMouseMove(MouseMoveEventArgs e)
{
base.OnMouseMove(e);
Mouse.MouseMoveEvent(e, this);
}
public void Update(UpdateContext context)
{
}
public void ApplySetup(ISetup setup)
@ -133,9 +86,68 @@ namespace SM.Base.Windows
CurrentRenderPipeline = renderPipeline;
}
public void TriggerLoad() => Load?.Invoke(this);
public void TriggerLoad()
{
Load?.Invoke(this);
}
public void TriggerResize() => Resize?.Invoke(this);
public void TriggerResize()
{
Resize?.Invoke(this);
}
public event Action<IGenericWindow> Loaded;
protected override void OnLoad(EventArgs e)
{
WindowCode.Load(this);
SMRenderer.CurrentWindow = this;
base.OnLoad(e);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
WindowCode.Resize(this);
if (WindowFlags == WindowFlags.Window) _flagWindowSize = WindowSize;
if (Loading)
{
Loading = false;
Loaded?.Invoke(this);
AppliedSetup?.Loaded(this);
}
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (!Focused && !UpdateWhileUnfocused) return;
base.OnUpdateFrame(e);
WindowCode.Update(this, (float) e.Time);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
WindowCode.Render(this, (float) e.Time);
SwapBuffers();
GLDebugging.CheckGLErrors();
}
protected override void OnMouseMove(MouseMoveEventArgs e)
{
base.OnMouseMove(e);
Mouse.MouseMoveEvent(e, this);
}
public void ChangeWindowFlag(WindowFlags newFlag)
{
@ -144,14 +156,14 @@ namespace SM.Base.Windows
switch (newFlag)
{
case WindowFlags.Window:
Width = (int)_flagWindowSize.X;
Height = (int)_flagWindowSize.Y;
Width = (int) _flagWindowSize.X;
Height = (int) _flagWindowSize.Y;
WindowBorder = WindowBorder.Resizable;
break;
case WindowFlags.BorderlessWindow:
WindowBorder = WindowBorder.Hidden;
X = Screen.PrimaryScreen.Bounds.Left;
Y = Screen.PrimaryScreen.Bounds.Top;
Width = Screen.PrimaryScreen.Bounds.Width;

View file

@ -1,11 +1,14 @@
using System;
#region usings
using System;
using System.Drawing;
using OpenTK;
using SM.Base.Controls;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
namespace SM.Base.Windows
#endregion
namespace SM.Base.Window
{
public interface IGenericWindow : IFramebufferWindow
{
@ -26,12 +29,12 @@ namespace SM.Base.Windows
ISetup AppliedSetup { get; }
event Action<IGenericWindow> Resize;
event Action<IGenericWindow> Load;
GenericScene CurrentScene { get; }
RenderPipeline CurrentRenderPipeline { get; }
event Action<IGenericWindow> Resize;
event Action<IGenericWindow> Load;
void Update(UpdateContext context);
void ApplySetup(ISetup setup);

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@ -1,4 +1,4 @@
namespace SM.Base.Windows
namespace SM.Base.Window
{
public interface ISetup
{

View file

@ -1,11 +1,16 @@
using System.Collections.Generic;
#region usings
using System.Collections.Generic;
using System.Threading;
using SM.Base.Drawing;
using SM.Base.Shaders;
using SM.Base.Utility;
using SM.OGL.Framebuffer;
using SM.OGL.Texture;
using SM.Utility;
namespace SM.Base.Windows
#endregion
namespace SM.Base.Window
{
public abstract class RenderPipeline : IInitializable
{
@ -20,25 +25,8 @@ namespace SM.Base.Windows
public bool IsInitialized { get; set; }
internal void Render(ref DrawContext context) => RenderProcess(ref context);
protected abstract void RenderProcess(ref DrawContext context);
public virtual void Resize()
{
if (Framebuffers == null) return;
foreach(var framebuffer in Framebuffers)
framebuffer.Dispose();
Thread.Sleep(50);
foreach(var framebuffer in Framebuffers)
framebuffer.Compile();
}
public virtual void Activate()
{
}
public virtual void Initialization()
@ -47,13 +35,34 @@ namespace SM.Base.Windows
DefaultShader ??= SMRenderer.DefaultMaterialShader;
}
internal void Render(ref DrawContext context)
{
RenderProcess(ref context);
}
protected abstract void RenderProcess(ref DrawContext context);
public virtual void Resize()
{
if (Framebuffers == null) return;
foreach (var framebuffer in Framebuffers)
framebuffer.Dispose();
Thread.Sleep(50);
foreach (var framebuffer in Framebuffers)
framebuffer.Compile();
}
public Framebuffer CreateWindowFramebuffer(int multisamples = 0)
{
Framebuffer framebuffer = new Framebuffer(window: ConnectedWindow);
Framebuffer framebuffer = new Framebuffer(ConnectedWindow);
framebuffer.Append("color", new ColorAttachment(0, PixelInformation.RGBA_LDR, multisamples));
RenderbufferAttachment depthAttach = RenderbufferAttachment.Depth;
depthAttach.Multisample = multisamples;
framebuffer.AppendRenderbuffer(depthAttach);
return framebuffer;
}
}

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@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
#region usings
using System;
using System.Linq;
using System.Runtime.CompilerServices;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Input;
@ -9,13 +9,16 @@ using SM.Base.Drawing;
using SM.Base.Objects.Static;
using SM.Base.PostProcess;
using SM.Base.Scene;
using SM.Base.ShaderExtension;
using SM.Base.Shaders.Extensions;
using SM.Base.Time;
using SM.Base.Utility;
using SM.OGL;
using SM.Utility;
using Keyboard = SM.Base.Controls.Keyboard;
using Mouse = SM.Base.Controls.Mouse;
namespace SM.Base.Windows
#endregion
namespace SM.Base.Window
{
internal class WindowCode
{
@ -69,19 +72,16 @@ namespace SM.Base.Windows
internal static void Update(IGenericWindow window, float deltatime)
{
Deltatime.UpdateDelta = deltatime;
SM.Base.Controls.Mouse.SetState();
Controls.Keyboard.SetStage();
var context = new UpdateContext()
Mouse.SetState();
Keyboard.SetStage();
var context = new UpdateContext
{
Window = window,
Scene = window.CurrentScene
};
if (Keyboard.IsDown(Key.AltLeft) && Keyboard.IsDown(Key.F4))
{
window.Close();
}
if (Keyboard.IsDown(Key.AltLeft) && Keyboard.IsDown(Key.F4)) window.Close();
Stopwatch.PerformTicks(context);
window.CurrentScene?.Update(context);
@ -97,7 +97,7 @@ namespace SM.Base.Windows
GLObject.DisposeMarkedObjects();
Deltatime.RenderDelta = deltatime;
var drawContext = new DrawContext()
var drawContext = new DrawContext
{
Window = window,
Scene = window.CurrentScene,
@ -110,7 +110,7 @@ namespace SM.Base.Windows
TextureMatrix = Matrix3.Identity,
Instances = new Instance[1]
{
new Instance() {ModelMatrix = Matrix4.Identity, TextureMatrix = Matrix3.Identity}
new Instance {ModelMatrix = Matrix4.Identity, TextureMatrix = Matrix3.Identity}
}
};
drawContext.SetCamera(window.ViewportCamera);

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@ -1,4 +1,4 @@
namespace SM.Base.Windows
namespace SM.Base.Window
{
public enum WindowFlags
{