01.10.2020

+ Time controls (Stopwatch, Timers, Intervals)
+ Added smmeries to everything in SM.Base

~ Renamed Vectors to CVectors.
This commit is contained in:
Michel Fedde 2020-10-01 15:39:03 +02:00
parent 7acdba92f8
commit 97e638d9d9
44 changed files with 1092 additions and 289 deletions

View file

@ -5,18 +5,42 @@ using SM.OGL.Mesh;
namespace SM.Base.Contexts
{
/// <summary>
/// Contains important information for drawing.
/// </summary>
public struct DrawContext
{
/// <summary>
/// This says if it was forced to use the viewport camera.
/// </summary>
public bool ForceViewport;
public bool Instancing;
/// <summary>
/// The current world matrix.
/// </summary>
public Matrix4 World;
/// <summary>
/// The current view matrix.
/// </summary>
public Matrix4 View;
/// <summary>
/// The drawing instances.
/// <para>If there is only one, it's index 0</para>
/// </summary>
public Instance[] Instances;
/// <summary>
/// The mesh.
/// </summary>
public GenericMesh Mesh;
/// <summary>
/// The material.
/// </summary>
public Material Material;
/// <summary>
/// The current world scale.
/// </summary>
public Vector2 WorldScale;
}
}

View file

@ -1,7 +1,26 @@
namespace SM.Base.Contexts
using OpenTK.Input;
using SM.Utility;
namespace SM.Base.Contexts
{
/// <summary>
/// The update context.
/// </summary>
public struct UpdateContext
{
public double Deltatime;
/// <summary>
/// The delta time.
/// </summary>
public float Deltatime => Defaults.DefaultDeltatime.DeltaTime;
/// <summary>
/// The current keyboard state.
/// </summary>
public KeyboardState KeyboardState;
/// <summary>
/// The current mouse state.
/// </summary>
public MouseState MouseState;
}
}

View file

@ -7,25 +7,36 @@ using OpenTK.Input;
using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.Base.Time;
using SM.OGL;
using SM.OGL.Shaders;
using SM.Utility;
namespace SM.Base
{
/// <summary>
/// The base window.
/// </summary>
public abstract class GenericWindow : GameWindow
{
private bool _loading = false;
public bool ForceViewportCamera { get; set; } = false;
/// <summary>
/// This tells you the current world scale.
/// </summary>
protected Vector2 _worldScale = Vector2.Zero;
/// <summary>
/// This tells you the current aspect ratio of this window.
/// </summary>
public float Aspect { get; private set; } = 0f;
/// <inheritdoc />
protected GenericWindow() : base(1280, 720, GraphicsMode.Default, "Generic OGL Title", GameWindowFlags.Default,
DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{ }
/// <inheritdoc />
protected override void OnLoad(EventArgs e)
{
GLSystem.INIT_SYSTEM();
@ -42,6 +53,8 @@ namespace SM.Base
base.OnLoad(e);
_loading = true;
}
/// <inheritdoc />
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
@ -58,25 +71,47 @@ namespace SM.Base
}
}
/// <summary>
/// This is triggered after all the window-loading has been done.
/// </summary>
protected virtual void OnLoaded()
{
}
/// <summary>
/// Sets the world scale.
/// </summary>
protected virtual void SetWorldScale() { }
/// <inheritdoc />
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
Deltatime.UpdateDelta = (float)e.Time;
UpdateContext context = new UpdateContext()
{
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState()
};
Stopwatch.PerformTicks(context);
}
/// <summary>
/// Grabs the cursor and make sure it doesn't leave the window.
/// </summary>
/// <param name="makeItInvisible">If true, it makes the cursor invisible.</param>
public void GrabCursor(bool makeItInvisible = true)
{
CursorGrabbed = true;
CursorVisible = !makeItInvisible;
}
/// <summary>
/// Ungrabs the cursor.
/// </summary>
public void UngrabCursor()
{
CursorGrabbed = false;
@ -84,20 +119,38 @@ namespace SM.Base
}
}
/// <summary>
/// The base window.
/// </summary>
/// <typeparam name="TScene">The scene type</typeparam>
/// <typeparam name="TItem">The base item type</typeparam>
/// <typeparam name="TCamera">The camera type</typeparam>
public abstract class GenericWindow<TScene, TItem, TCamera> : GenericWindow
where TScene : GenericScene<TCamera, TItem>, new()
where TItem : IShowItem
where TCamera : GenericCamera, new()
{
/// <summary>
/// The viewport camera.
/// </summary>
public TCamera ViewportCamera { get; }
/// <summary>
/// This forces the render to use the viewport camera.
/// </summary>
public bool ForceViewportCamera { get; set; } = false;
/// <summary>
/// The current scene.
/// </summary>
public TScene CurrentScene { get; private set; }
/// <inheritdoc />
protected GenericWindow()
{
ViewportCamera = new TCamera();
}
/// <inheritdoc />
protected override void OnRenderFrame(FrameEventArgs e)
{
DrawContext drawContext = new DrawContext()
@ -119,6 +172,7 @@ namespace SM.Base
SwapBuffers();
}
/// <inheritdoc />
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
@ -126,6 +180,10 @@ namespace SM.Base
ViewportCamera.RecalculateWorld(_worldScale, Aspect);
}
/// <summary>
/// Sets the scene.
/// </summary>
/// <param name="scene"></param>
public virtual void SetScene(TScene scene)
{
CurrentScene = scene;