Loads and loads of small improvements I added while developing on my game

This commit is contained in:
Michel Fedde 2021-03-02 19:54:19 +01:00
parent 41421b1df9
commit a7c71e7ea1
107 changed files with 2278 additions and 1023 deletions

View file

@ -1,6 +1,7 @@
#region usings
using OpenTK;
using SM.Base.Windows;
#endregion
@ -11,48 +12,44 @@ namespace SM.Base.Scene
/// </summary>
public abstract class GenericCamera
{
/// <summary>
/// The matrix for the orthographic world.
/// </summary>
public static Matrix4 OrthographicWorld { get; protected set; }
/// <summary>
/// The matrix for the perspective world.
/// </summary>
public static Matrix4 PerspectiveWorld { get; protected set; }
/// <summary>
/// This defines what is up. (Normalized)
/// <para>Default: <see cref="Vector3.UnitY" /></para>
/// </summary>
public static Vector3 UpVector { get; set; } = Vector3.UnitY;
public Vector3 UpVector { get; set; } = Vector3.UnitY;
/// <summary>
/// Returns the world matrix that is connected to this camera.
/// </summary>
public Matrix4 World { get; protected set; }
/// <summary>
/// Contains the view matrix of this camera.
/// <para>Default: <see cref="Matrix4.Identity" /></para>
/// </summary>
public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
/// <summary>
/// Returns the world matrix that is connected to this camera.
/// </summary>
public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
public Matrix4 View { get; protected set; } = Matrix4.Identity;
/// <summary>
/// Represents if the camera is orthographic.
/// </summary>
public abstract bool Orthographic { get; }
/// <summary>
/// Exposure defines the exposure to the Scene.
/// </summary>
public float Exposure = 1;
/// <summary>
/// Calculates the view matrix.
/// </summary>
/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix" /></returns>
internal Matrix4 CalculateViewMatrix()
/// <returns>The calculated view matrix. Same as <see cref="View" /></returns>
internal void CalculateViewMatrix(IGenericWindow window)
{
ViewMatrix = ViewCalculation();
return ViewMatrix;
View = ViewCalculation(window);
if (WorldCalculation(window, out Matrix4 world))
{
World = world;
}
}
/// <summary>
@ -60,16 +57,10 @@ namespace SM.Base.Scene
/// </summary>
/// <returns>
/// The new view matrix. This is the returns for <see cref="CalculateViewMatrix" /> and the next value for
/// <see cref="ViewMatrix" />.
/// <see cref="View" />.
/// </returns>
protected abstract Matrix4 ViewCalculation();
protected abstract Matrix4 ViewCalculation(IGenericWindow window);
/// <summary>
/// This will calculate the world.
/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera" /> to calculate the world.</para>
/// </summary>
/// <param name="world">The world scale</param>
/// <param name="aspect">The aspect ratio from the window.</param>
public abstract void RecalculateWorld(Vector2 world, float aspect);
protected abstract bool WorldCalculation(IGenericWindow window, out Matrix4 world);
}
}