Loads and loads of small improvements I added while developing on my game
This commit is contained in:
parent
41421b1df9
commit
a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions
103
Legacy/Window/Contexts/DrawContext.cs
Normal file
103
Legacy/Window/Contexts/DrawContext.cs
Normal file
|
|
@ -0,0 +1,103 @@
|
|||
#region usings
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Dynamic;
|
||||
using OpenTK;
|
||||
using SM.Base.Drawing;
|
||||
using SM.Base.Scene;
|
||||
using SM.OGL.Mesh;
|
||||
|
||||
#endregion
|
||||
|
||||
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;
|
||||
|
||||
/// <summary>
|
||||
/// Contains the currently used render pipeline.
|
||||
/// </summary>
|
||||
public RenderPipeline ActivePipeline;
|
||||
|
||||
public GenericScene ActiveScene;
|
||||
public IGenericWindow Window;
|
||||
|
||||
|
||||
public GenericCamera UsedCamera =>
|
||||
ForceViewport || ActiveScene._camera == null ? Window.ViewportCamera : ActiveScene._camera;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The mesh.
|
||||
/// </summary>
|
||||
public GenericMesh Mesh;
|
||||
|
||||
/// <summary>
|
||||
/// The material.
|
||||
/// </summary>
|
||||
public Material Material;
|
||||
|
||||
/// <summary>
|
||||
/// The drawing instances.
|
||||
/// <para>If there is only one, it's index 0</para>
|
||||
/// </summary>
|
||||
public IList<Instance> Instances;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The current world scale.
|
||||
/// </summary>
|
||||
public Vector2 WorldScale;
|
||||
|
||||
/// <summary>
|
||||
/// The last collection the context was passed though.
|
||||
/// </summary>
|
||||
public object LastPassthough;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Returns the appropriate shader.
|
||||
/// <para>
|
||||
/// Returns the material shader, if available, otherwise it will take the default shader from the render
|
||||
/// pipeline.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public MaterialShader Shader => Material.CustomShader ?? ActivePipeline._defaultShader;
|
||||
/// <summary>
|
||||
/// Arguments for shaders
|
||||
/// </summary>
|
||||
public IDictionary<string, object> ShaderArguments;
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The current world matrix.
|
||||
/// </summary>
|
||||
public Matrix4 World;
|
||||
|
||||
/// <summary>
|
||||
/// The current view matrix.
|
||||
/// </summary>
|
||||
public Matrix4 View;
|
||||
|
||||
/// <summary>
|
||||
/// The current WorldView matrix.
|
||||
/// </summary>
|
||||
public Matrix4 WorldView;
|
||||
|
||||
/// <summary>
|
||||
/// The master model matrix.
|
||||
/// </summary>
|
||||
public Matrix4 ModelMaster;
|
||||
}
|
||||
}
|
||||
32
Legacy/Window/Contexts/UpdateContext.cs
Normal file
32
Legacy/Window/Contexts/UpdateContext.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
#region usings
|
||||
|
||||
using OpenTK.Input;
|
||||
using SM.Base.Scene;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM.Base.Contexts
|
||||
{
|
||||
/// <summary>
|
||||
/// The update context.
|
||||
/// </summary>
|
||||
public struct UpdateContext
|
||||
{
|
||||
/// <summary>
|
||||
/// The delta time.
|
||||
/// </summary>
|
||||
public float Deltatime => SMRenderer.DefaultDeltatime.DeltaTime;
|
||||
|
||||
/// <summary>
|
||||
/// The current keyboard state.
|
||||
/// </summary>
|
||||
public KeyboardState KeyboardState;
|
||||
|
||||
/// <summary>
|
||||
/// The current mouse state.
|
||||
/// </summary>
|
||||
public MouseState MouseState;
|
||||
|
||||
public GenericScene CurrentScene;
|
||||
}
|
||||
}
|
||||
48
Legacy/Window/GLWPFWindow2D.cs
Normal file
48
Legacy/Window/GLWPFWindow2D.cs
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
using System;
|
||||
using System.Windows.Media;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.ES11;
|
||||
using SM.Base;
|
||||
using SM2D.Controls;
|
||||
using SM2D.Pipelines;
|
||||
using SM2D.Scene;
|
||||
using SM2D.Shader;
|
||||
|
||||
namespace SM2D
|
||||
{
|
||||
public class GLWPFWindow2D : GenericWPFWindow<Scene.Scene, Camera>, IGLWindow2D
|
||||
{
|
||||
public GLWPFWindow2D()
|
||||
{
|
||||
Mouse = new Mouse2D(this);
|
||||
}
|
||||
|
||||
public Vector2? Scaling { get; set; }
|
||||
public Mouse2D Mouse { get; }
|
||||
|
||||
protected override void Init()
|
||||
{
|
||||
base.Init();
|
||||
|
||||
SMRenderer.DefaultMaterialShader = Default2DShader.MaterialShader;
|
||||
|
||||
//SetRenderPipeline(Default2DPipeline.Pipeline);
|
||||
}
|
||||
|
||||
protected override void Rendering(TimeSpan delta)
|
||||
{
|
||||
GL.Disable(EnableCap.DepthTest);
|
||||
base.Rendering(delta);
|
||||
}
|
||||
|
||||
public override void SetWorldScale()
|
||||
{
|
||||
if (Scaling.HasValue)
|
||||
{
|
||||
if (Scaling.Value.X > 0 && Scaling.Value.Y > 0) WorldScale = Scaling.Value;
|
||||
else if (Scaling.Value.X > 0) WorldScale = new Vector2(Scaling.Value.X, Scaling.Value.X / Aspect);
|
||||
else if (Scaling.Value.Y > 0) WorldScale = new Vector2(Aspect * Scaling.Value.Y, Scaling.Value.Y);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
65
Legacy/Window/GLWindow2D.cs
Normal file
65
Legacy/Window/GLWindow2D.cs
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
#region usings
|
||||
|
||||
using System;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Input;
|
||||
using SM.Base;
|
||||
using SM2D.Controls;
|
||||
using SM2D.Pipelines;
|
||||
using SM2D.Scene;
|
||||
using SM2D.Shader;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM2D
|
||||
{
|
||||
public class GLWindow2D : GenericWindow<Scene.Scene, Camera>, IGLWindow2D
|
||||
{
|
||||
public GLWindow2D()
|
||||
{
|
||||
Mouse = new Mouse2D(this);
|
||||
}
|
||||
|
||||
public Vector2? Scaling { get; set; }
|
||||
|
||||
public Mouse2D Mouse { get; }
|
||||
|
||||
protected override void OnLoad(EventArgs e)
|
||||
{
|
||||
base.OnLoad(e);
|
||||
GL.Enable(EnableCap.Blend);
|
||||
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
|
||||
}
|
||||
|
||||
protected override void OnLoaded()
|
||||
{
|
||||
base.OnLoaded();
|
||||
SMRenderer.DefaultMaterialShader = Default2DShader.MaterialShader;
|
||||
|
||||
SetRenderPipeline(Default2DPipeline.Pipeline);
|
||||
}
|
||||
|
||||
protected override void OnRenderFrame(FrameEventArgs e)
|
||||
{
|
||||
GL.Disable(EnableCap.DepthTest);
|
||||
base.OnRenderFrame(e);
|
||||
}
|
||||
|
||||
public override void SetWorldScale()
|
||||
{
|
||||
if (Scaling.HasValue)
|
||||
{
|
||||
if (Scaling.Value.X > 0 && Scaling.Value.Y > 0) WorldScale = Scaling.Value;
|
||||
else if (Scaling.Value.X > 0) WorldScale = new Vector2(Scaling.Value.X, Scaling.Value.X / Aspect);
|
||||
else if (Scaling.Value.Y > 0) WorldScale = new Vector2(Aspect * Scaling.Value.Y, Scaling.Value.Y);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnMouseMove(MouseMoveEventArgs e)
|
||||
{
|
||||
base.OnMouseMove(e);
|
||||
Mouse.MouseMoveEvent(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
106
Legacy/Window/GenericWPFWindow.cs
Normal file
106
Legacy/Window/GenericWPFWindow.cs
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
using System;
|
||||
using System.Drawing;
|
||||
using System.Windows;
|
||||
using System.Windows.Media;
|
||||
using OpenTK;
|
||||
using OpenTK.Wpf;
|
||||
using SM.Base.Scene;
|
||||
using SM.OGL;
|
||||
|
||||
namespace SM.Base
|
||||
{
|
||||
public class GenericWPFWindow : OpenTK.Wpf.GLWpfControl, IGenericWindow
|
||||
{
|
||||
protected GenericCamera _viewportCamera;
|
||||
|
||||
public bool Loading => !base.IsInitialized;
|
||||
public float Aspect { get; set; }
|
||||
public GenericCamera ViewportCamera => _viewportCamera;
|
||||
public bool ForceViewportCamera { get; set; }
|
||||
public int Width => (int) base.ActualWidth;
|
||||
public int Height => (int) base.ActualHeight;
|
||||
public Rectangle ClientRectangle => new Rectangle((int)base.RenderTransformOrigin.X, (int)RenderTransformOrigin.Y, Width, Height);
|
||||
public Vector2 WorldScale { get; set; }
|
||||
|
||||
public GenericWPFWindow()
|
||||
{
|
||||
|
||||
Ready += Init;
|
||||
Render += Rendering;
|
||||
}
|
||||
|
||||
protected virtual void Init()
|
||||
{
|
||||
GenericWindowCode.Load(this);
|
||||
}
|
||||
|
||||
protected virtual void Rendering(TimeSpan delta)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override void OnRenderSizeChanged(SizeChangedInfo info)
|
||||
{
|
||||
base.OnRenderSizeChanged(info);
|
||||
|
||||
GenericWindowCode.Resize(this);
|
||||
}
|
||||
|
||||
public void Start(bool renderContinuesly = false)
|
||||
{
|
||||
GLWpfControlSettings settings = new GLWpfControlSettings()
|
||||
{
|
||||
MajorVersion = GLSettings.ForcedVersion.MajorVersion,
|
||||
MinorVersion = GLSettings.ForcedVersion.MinorVersion,
|
||||
RenderContinuously = renderContinuesly
|
||||
};
|
||||
base.Start(settings);
|
||||
}
|
||||
|
||||
public virtual void SetWorldScale()
|
||||
{ }
|
||||
}
|
||||
|
||||
public class GenericWPFWindow<TScene, TCamera> : GenericWPFWindow, IGenericWindow<TScene, TCamera>
|
||||
where TScene : GenericScene, new()
|
||||
where TCamera : GenericCamera, new()
|
||||
{
|
||||
private TScene _scene;
|
||||
private RenderPipeline<TScene> _renderPipeline;
|
||||
|
||||
public TScene CurrentScene => _scene;
|
||||
public RenderPipeline<TScene> RenderPipeline => _renderPipeline;
|
||||
|
||||
public GenericWPFWindow() : base()
|
||||
{
|
||||
_viewportCamera = new TCamera();
|
||||
}
|
||||
|
||||
protected override void Rendering(TimeSpan delta)
|
||||
{
|
||||
base.Rendering(delta);
|
||||
|
||||
GenericWindowCode.Render(this, (float)delta.TotalSeconds);
|
||||
}
|
||||
|
||||
protected override void OnRenderSizeChanged(SizeChangedInfo info)
|
||||
{
|
||||
base.OnRenderSizeChanged(info);
|
||||
|
||||
GenericWindowCode.Resize(this);
|
||||
}
|
||||
|
||||
public void SetScene(TScene scene)
|
||||
{
|
||||
_scene = scene;
|
||||
scene.Activate();
|
||||
RenderPipeline?.SceneChanged(scene);
|
||||
}
|
||||
|
||||
public void SetRenderPipeline(RenderPipeline<TScene> renderPipeline)
|
||||
{
|
||||
_renderPipeline = renderPipeline;
|
||||
renderPipeline.Activate(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
296
Legacy/Window/GenericWindow.cs
Normal file
296
Legacy/Window/GenericWindow.cs
Normal file
|
|
@ -0,0 +1,296 @@
|
|||
#region usings
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using OpenTK.Input;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.Drawing;
|
||||
using SM.Base.Objects.Static;
|
||||
using SM.Base.PostProcess;
|
||||
using SM.Base.Scene;
|
||||
using SM.Base.ShaderExtension;
|
||||
using SM.Base.Time;
|
||||
using SM.OGL;
|
||||
using SM.OGL.Framebuffer;
|
||||
using SM.Utility;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM.Base
|
||||
{
|
||||
/// <summary>
|
||||
/// The base window.
|
||||
/// </summary>
|
||||
public abstract class GenericWindow : GameWindow, IGenericWindow
|
||||
{
|
||||
protected GenericCamera _viewportCamera;
|
||||
|
||||
internal bool _loading = true;
|
||||
internal List<Action> _actionsAfterLoading = new List<Action>();
|
||||
|
||||
public bool Loading => _loading;
|
||||
|
||||
/// <summary>
|
||||
/// This tells you the current world scale.
|
||||
/// </summary>
|
||||
public Vector2 WorldScale { get; set; } = Vector2.Zero;
|
||||
|
||||
/// <summary>
|
||||
/// This tells you the current aspect ratio of this window.
|
||||
/// </summary>
|
||||
public float Aspect { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If false, the window will not react on updates and will not render something.
|
||||
/// <para>
|
||||
/// Default: false
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public bool ReactWhileUnfocused = false;
|
||||
|
||||
public GenericCamera ViewportCamera => _viewportCamera;
|
||||
public bool ForceViewportCamera { get; set; }
|
||||
|
||||
/// <inheritdoc />
|
||||
protected GenericWindow() : this(1280, 720, "Generic OGL Title", GameWindowFlags.Default)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a window...
|
||||
/// </summary>
|
||||
protected GenericWindow(int width, int height, string title, GameWindowFlags flags, bool vSync = true) : base(width, height,
|
||||
GraphicsMode.Default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion,
|
||||
GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
|
||||
{
|
||||
VSync = vSync ? VSyncMode.On : VSyncMode.Off;
|
||||
}
|
||||
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnLoad(EventArgs e)
|
||||
{
|
||||
GenericWindowCode.Load(this);
|
||||
|
||||
base.OnLoad(e);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnResize(EventArgs e)
|
||||
{
|
||||
base.OnResize(e);
|
||||
|
||||
GenericWindowCode.Resize(this);
|
||||
|
||||
if (_loading)
|
||||
{
|
||||
_loading = false;
|
||||
|
||||
OnLoaded();
|
||||
|
||||
_actionsAfterLoading.ForEach(a => a());
|
||||
_actionsAfterLoading = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This is triggered after all the window-loading has been done.
|
||||
/// </summary>
|
||||
protected virtual void OnLoaded()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the world scale.
|
||||
/// </summary>
|
||||
public virtual void SetWorldScale()
|
||||
{
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnUpdateFrame(FrameEventArgs e)
|
||||
{
|
||||
if (!ReactWhileUnfocused && !Focused) return;
|
||||
|
||||
base.OnUpdateFrame(e);
|
||||
|
||||
Deltatime.UpdateDelta = (float) e.Time;
|
||||
var context = new UpdateContext
|
||||
{
|
||||
KeyboardState = Keyboard.GetState(),
|
||||
MouseState = Mouse.GetState()
|
||||
};
|
||||
|
||||
if (context.KeyboardState[Key.AltLeft] && context.KeyboardState[Key.F4]) Close();
|
||||
|
||||
Update(e, ref context);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the system.
|
||||
/// </summary>
|
||||
/// <param name="e"></param>
|
||||
/// <param name="context"></param>
|
||||
protected virtual void Update(FrameEventArgs e, ref UpdateContext context)
|
||||
{
|
||||
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;
|
||||
if (!CursorVisible) CursorVisible = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Create a bitmap from the framebuffer.
|
||||
/// </summary>
|
||||
public Bitmap TakeScreenshot(Framebuffer framebuffer, ReadBufferMode readBuffer, int x, int y, int width, int height)
|
||||
{
|
||||
GL.GetInteger(GetPName.FramebufferBinding, out int prevFBId);
|
||||
GL.GetInteger(GetPName.DrawFramebufferBinding, out int prevFBDrawId);
|
||||
GL.GetInteger(GetPName.ReadFramebufferBinding, out int prevFBReadId);
|
||||
|
||||
Bitmap b = new Bitmap(width, height);
|
||||
System.Drawing.Imaging.BitmapData bits = b.LockBits(new Rectangle(0, 0, width, height),
|
||||
System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, framebuffer);
|
||||
GL.ReadBuffer(readBuffer);
|
||||
GL.ReadPixels(x, y, width, height, OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte,
|
||||
bits.Scan0);
|
||||
|
||||
b.UnlockBits(bits);
|
||||
b.RotateFlip(RotateFlipType.RotateNoneFlipY);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.Framebuffer, prevFBId);
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, prevFBDrawId);
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, prevFBReadId);
|
||||
|
||||
return b;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The base window.
|
||||
/// </summary>
|
||||
/// <typeparam name="TScene">The scene type</typeparam>
|
||||
/// <typeparam name="TCamera">The camera type</typeparam>
|
||||
public abstract class GenericWindow<TScene, TCamera> : GenericWindow, IGenericWindow<TScene, TCamera>
|
||||
where TScene : GenericScene, new()
|
||||
where TCamera : GenericCamera, new()
|
||||
{
|
||||
private RenderPipeline<TScene> _renderPipeline;
|
||||
private TScene _scene;
|
||||
|
||||
/// <inheritdoc />
|
||||
protected GenericWindow()
|
||||
{
|
||||
_viewportCamera = new TCamera();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The viewport camera.
|
||||
/// </summary>
|
||||
public TCamera ViewportCamera {
|
||||
get => (TCamera)_viewportCamera;
|
||||
set => _viewportCamera = value;
|
||||
}
|
||||
|
||||
/// <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 => _scene;
|
||||
|
||||
/// <summary>
|
||||
/// Controls how a scene is rendered.
|
||||
/// </summary>
|
||||
public RenderPipeline<TScene> RenderPipeline => _renderPipeline;
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void Update(FrameEventArgs e, ref UpdateContext context)
|
||||
{
|
||||
base.Update(e, ref context);
|
||||
context.CurrentScene = CurrentScene;
|
||||
CurrentScene?.Update(context);
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnRenderFrame(FrameEventArgs e)
|
||||
{
|
||||
if (!ReactWhileUnfocused && !Focused) return;
|
||||
|
||||
base.OnRenderFrame(e);
|
||||
|
||||
GenericWindowCode.Render(this, (float)e.Time);
|
||||
|
||||
SwapBuffers();
|
||||
|
||||
GLDebugging.CheckGLErrors();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
protected override void OnResize(EventArgs e)
|
||||
{
|
||||
base.OnResize(e);
|
||||
|
||||
GenericWindowCode.Resize(this);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the scene.
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
public virtual void SetScene(TScene scene)
|
||||
{
|
||||
if (_loading)
|
||||
{
|
||||
_actionsAfterLoading.Add(() => SetScene(scene));
|
||||
return;
|
||||
}
|
||||
|
||||
_scene = scene;
|
||||
scene.Activate();
|
||||
RenderPipeline.SceneChanged(scene);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Defines the render pipeline.
|
||||
/// </summary>
|
||||
/// <param name="pipeline"></param>
|
||||
public void SetRenderPipeline(RenderPipeline<TScene> pipeline)
|
||||
{
|
||||
if (_loading)
|
||||
{
|
||||
_actionsAfterLoading.Add(() => SetRenderPipeline(pipeline));
|
||||
return;
|
||||
}
|
||||
|
||||
_renderPipeline = pipeline;
|
||||
pipeline.Activate(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
107
Legacy/Window/GenericWindowCode.cs
Normal file
107
Legacy/Window/GenericWindowCode.cs
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics.OpenGL4;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.Drawing;
|
||||
using SM.Base.Objects.Static;
|
||||
using SM.Base.PostProcess;
|
||||
using SM.Base.Scene;
|
||||
using SM.Base.ShaderExtension;
|
||||
using SM.OGL;
|
||||
using SM.Utility;
|
||||
|
||||
namespace SM.Base
|
||||
{
|
||||
public class GenericWindowCode
|
||||
{
|
||||
internal static void Load(IGenericWindow window)
|
||||
{
|
||||
SMRenderer.CurrentWindow = window;
|
||||
|
||||
GLSystem.INIT_SYSTEM();
|
||||
GLSettings.ShaderPreProcessing = true;
|
||||
|
||||
var args = Environment.GetCommandLineArgs();
|
||||
if (args.Contains("--advDebugging"))
|
||||
{
|
||||
SMRenderer.AdvancedDebugging = true;
|
||||
GLSettings.InfoEveryUniform = true;
|
||||
}
|
||||
|
||||
Log.Init();
|
||||
|
||||
Log.Write("#", ConsoleColor.Cyan, "----------------------",
|
||||
"--- OpenGL Loading ---",
|
||||
"----------------------------------",
|
||||
$"--- {"DeviceVersion",14}: {GLSystem.DeviceVersion,-10} ---",
|
||||
$"--- {"ForcedVersion",14}: {GLSettings.ForcedVersion,-10} ---",
|
||||
$"--- {"ShadingVersion",14}: {GLSystem.ShadingVersion,-10} ---",
|
||||
$"--- {"Debugging",14}: {GLSystem.Debugging,-10} ---",
|
||||
$"--- {"AdvDebugging",14}: {SMRenderer.AdvancedDebugging,-10} ---",
|
||||
"----------------------------------");
|
||||
|
||||
if (SMRenderer.AdvancedDebugging) Log.Write("Extension", ConsoleColor.DarkCyan, GLSystem.Extensions);
|
||||
|
||||
ExtensionManager.InitExtensions();
|
||||
}
|
||||
|
||||
internal static void Resize(IGenericWindow window)
|
||||
{
|
||||
window.Aspect = (float) window.Width / window.Height;
|
||||
window.WorldScale = new Vector2(window.Width, window.Height);
|
||||
window.SetWorldScale();
|
||||
GL.Viewport(window.ClientRectangle);
|
||||
}
|
||||
|
||||
internal static void Resize<TScene, TCamera>(IGenericWindow<TScene, TCamera> window)
|
||||
where TScene : GenericScene, new()
|
||||
where TCamera : GenericCamera, new()
|
||||
{
|
||||
window.ViewportCamera.RecalculateWorld(window.WorldScale, window.Aspect);
|
||||
window.RenderPipeline?.Resize();
|
||||
|
||||
PostProcessEffect.Model = Matrix4.CreateScale(window.WorldScale.X, -window.WorldScale.Y, 1);
|
||||
PostProcessEffect.Mvp = PostProcessEffect.Model *
|
||||
Matrix4.LookAt(0, 0, 1, 0, 0, 0, 0, 1, 0) *
|
||||
GenericCamera.OrthographicWorld;
|
||||
}
|
||||
|
||||
internal static void Render<TScene, TCamera>(IGenericWindow<TScene, TCamera> window, float deltatime)
|
||||
where TScene : GenericScene, new()
|
||||
where TCamera : GenericCamera, new()
|
||||
{
|
||||
if (window.CurrentScene == null) return;
|
||||
|
||||
SMRenderer.CurrentFrame++;
|
||||
|
||||
Deltatime.RenderDelta = deltatime;
|
||||
var drawContext = new DrawContext
|
||||
{
|
||||
ForceViewport = window.ForceViewportCamera,
|
||||
ActiveScene = window.CurrentScene,
|
||||
Window = window,
|
||||
|
||||
Instances = new[]
|
||||
{
|
||||
new Instance
|
||||
{ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One}
|
||||
},
|
||||
Mesh = Plate.Object,
|
||||
|
||||
WorldScale = window.WorldScale,
|
||||
LastPassthough = window,
|
||||
|
||||
ShaderArguments = new Dictionary<string, object>(),
|
||||
|
||||
World = window.ViewportCamera.World,
|
||||
View = window.ViewportCamera.CalculateViewMatrix(),
|
||||
ModelMaster = Matrix4.Identity
|
||||
};
|
||||
|
||||
|
||||
window.RenderPipeline?.Render(ref drawContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
14
Legacy/Window/IGLWindow2D.cs
Normal file
14
Legacy/Window/IGLWindow2D.cs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
using OpenTK;
|
||||
using SM.Base;
|
||||
using SM2D.Controls;
|
||||
using SM2D.Scene;
|
||||
|
||||
namespace SM2D
|
||||
{
|
||||
public interface IGLWindow2D : IGenericWindow<Scene.Scene, Camera>
|
||||
{
|
||||
Vector2? Scaling { get; set; }
|
||||
|
||||
Mouse2D Mouse { get; }
|
||||
}
|
||||
}
|
||||
37
Legacy/Window/IGenericWindow.cs
Normal file
37
Legacy/Window/IGenericWindow.cs
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
using System.Drawing;
|
||||
using System.Windows;
|
||||
using OpenTK;
|
||||
using SM.Base.Scene;
|
||||
using SM.OGL.Framebuffer;
|
||||
|
||||
namespace SM.Base
|
||||
{
|
||||
public interface IGenericWindow : IFramebufferWindow
|
||||
{
|
||||
bool Loading { get; }
|
||||
float Aspect { get; set; }
|
||||
|
||||
GenericCamera ViewportCamera { get; }
|
||||
bool ForceViewportCamera { get; set; }
|
||||
|
||||
int Width { get; }
|
||||
int Height { get; }
|
||||
|
||||
Rectangle ClientRectangle { get; }
|
||||
Vector2 WorldScale { get; set; }
|
||||
|
||||
void SetWorldScale();
|
||||
}
|
||||
|
||||
public interface IGenericWindow<TScene, TCamera> : IGenericWindow
|
||||
where TScene : GenericScene, new()
|
||||
where TCamera : GenericCamera, new()
|
||||
{
|
||||
TScene CurrentScene { get; }
|
||||
|
||||
RenderPipeline<TScene> RenderPipeline { get; }
|
||||
|
||||
void SetScene(TScene scene);
|
||||
void SetRenderPipeline(RenderPipeline<TScene> renderPipeline);
|
||||
}
|
||||
}
|
||||
150
Legacy/Window/RenderPipeline.cs
Normal file
150
Legacy/Window/RenderPipeline.cs
Normal file
|
|
@ -0,0 +1,150 @@
|
|||
#region usings
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using SM.Base.Contexts;
|
||||
using SM.Base.Drawing;
|
||||
using SM.Base.Scene;
|
||||
using SM.OGL.Framebuffer;
|
||||
|
||||
#endregion
|
||||
|
||||
namespace SM.Base
|
||||
{
|
||||
/// <summary>
|
||||
/// Definition of specific render options.
|
||||
/// </summary>
|
||||
public abstract class RenderPipeline
|
||||
{
|
||||
/// <summary>
|
||||
/// If true, this pipeline was already once activated.
|
||||
/// </summary>
|
||||
public bool IsInitialized { get; private set; } = false;
|
||||
|
||||
/// <summary>
|
||||
/// The window the pipeline is connected to.
|
||||
/// </summary>
|
||||
protected IGenericWindow _window { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The framebuffers, that are used in this Pipeline.
|
||||
/// </summary>
|
||||
public virtual List<Framebuffer> Framebuffers { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// The default shader for the pipeline.
|
||||
/// </summary>
|
||||
protected internal virtual MaterialShader _defaultShader { get; set; }
|
||||
|
||||
public virtual Framebuffer MainFramebuffer { get; protected set; }= Framebuffer.Screen;
|
||||
|
||||
/// <summary>
|
||||
/// Occurs, when the window is loading.
|
||||
/// </summary>
|
||||
protected internal virtual void Load()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Occurs, when the window is resizing.
|
||||
/// </summary>
|
||||
protected internal virtual void Resize()
|
||||
{
|
||||
if (Framebuffers == null) return;
|
||||
|
||||
foreach (var framebuffer in Framebuffers)
|
||||
framebuffer.Dispose();
|
||||
|
||||
Thread.Sleep(50);
|
||||
|
||||
foreach (Framebuffer framebuffer in Framebuffers)
|
||||
{
|
||||
framebuffer.Compile();
|
||||
}
|
||||
}
|
||||
|
||||
internal void Activate(IGenericWindow window)
|
||||
{
|
||||
_window = window;
|
||||
|
||||
if (!IsInitialized)
|
||||
{
|
||||
if (_defaultShader == null) _defaultShader = SMRenderer.DefaultMaterialShader;
|
||||
Framebuffers = new List<Framebuffer>();
|
||||
|
||||
Initialization(window);
|
||||
|
||||
Framebuffers.Add(MainFramebuffer);
|
||||
|
||||
IsInitialized = true;
|
||||
}
|
||||
|
||||
Activation(window);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Occurs, when the pipeline was connected to a window.
|
||||
/// </summary>
|
||||
protected internal virtual void Activation(IGenericWindow window)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Occurs, when the pipeline was connected to a window the first time.
|
||||
/// </summary>
|
||||
/// <param name="window"></param>
|
||||
protected internal virtual void Initialization(IGenericWindow window)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Occurs, when the window is unloading.
|
||||
/// </summary>
|
||||
protected internal virtual void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a framebuffer, that has specific (often) required settings already applied.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public static Framebuffer CreateWindowFramebuffer()
|
||||
{
|
||||
Framebuffer framebuffer = new Framebuffer(window: SMRenderer.CurrentWindow);
|
||||
framebuffer.Append("color", 0);
|
||||
return framebuffer;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a render pipeline.
|
||||
/// </summary>
|
||||
/// <typeparam name="TScene">The scene type</typeparam>
|
||||
public abstract class RenderPipeline<TScene> : RenderPipeline
|
||||
where TScene : GenericScene
|
||||
{
|
||||
/// <summary>
|
||||
/// The system to render stuff.
|
||||
/// </summary>
|
||||
internal void Render(ref DrawContext context)
|
||||
{
|
||||
context.ActivePipeline = this;
|
||||
if (context.ActiveScene == null) return;
|
||||
|
||||
RenderProcess(ref context, (TScene)context.ActiveScene);
|
||||
}
|
||||
|
||||
protected abstract void RenderProcess(ref DrawContext context, TScene scene);
|
||||
|
||||
/// <summary>
|
||||
/// Event, that triggers, when the scene in the current window changes.
|
||||
/// </summary>
|
||||
/// <param name="scene"></param>
|
||||
protected internal virtual void SceneChanged(TScene scene)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue