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

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#region usings
using System.Collections.Generic;
using System.Dynamic;
using System.Collections.Generic;
using OpenTK;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.OGL.Mesh;
#endregion
namespace SM.Base.Contexts
namespace SM.Base.Windows
{
/// <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 IGenericWindow Window { get; internal set; }
public GenericScene Scene { get; internal set; }
public RenderPipeline RenderPipeline { get; internal set; }
/// <summary>
/// Contains the currently used render pipeline.
/// </summary>
public RenderPipeline ActivePipeline;
public GenericCamera UseCamera { get; internal set; }
public Matrix4 World => UseCamera.World;
public Matrix4 View => UseCamera.View;
public GenericScene ActiveScene;
public IGenericWindow Window;
public GenericMesh Mesh { get; set; }
public Material Material { get; set; }
public MaterialShader Shader => Material.CustomShader ?? RenderPipeline.DefaultShader;
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 Matrix4 ModelMatrix;
public Matrix3 TextureMatrix;
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;
public void SetCamera(GenericCamera camera)
{
UseCamera = camera;
camera.CalculateViewMatrix(Window);
}
}
}

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#region usings
using OpenTK.Input;
using OpenTK.Input;
using SM.Base.Scene;
#endregion
namespace SM.Base.Contexts
namespace SM.Base.Windows
{
/// <summary>
/// The update context.
/// </summary>
public struct UpdateContext
{
/// <summary>
/// The delta time.
/// </summary>
public IGenericWindow Window;
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;
public GenericScene Scene;
}
}

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using System;
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
{
public class GLWindow : GameWindow, IGenericWindow
{
public bool Loading { get; private set; } = true;
public float AspectRatio { get; set; }
public float AspectRatioReverse { get; set; }
public GenericCamera ViewportCamera { get; set; }
public bool ForceViewportCamera { get; set; }
public bool DrawWhileUnfocused { get; set; } = true;
public bool UpdateWhileUnfocused { get; set; } = false;
public Vector2 WindowSize { get; set; }
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 GLWindow() : this(1280, 720, "Generic OpenGL Title", GameWindowFlags.Default) {}
public GLWindow(int width, int height, string title, GameWindowFlags flags, VSyncMode vSync = VSyncMode.On) :
base(width, height, default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion, GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
{
VSync = vSync;
}
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 (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)
{
AppliedSetup = setup;
setup.Applied(this);
}
public void SetScene(GenericScene scene)
{
if (Loading)
{
Loaded += window => SetScene(scene);
return;
}
WindowCode.PrepareScene(this, scene);
CurrentScene = scene;
}
public void SetRenderPipeline(RenderPipeline renderPipeline)
{
if (Loading)
{
Loaded += window => SetRenderPipeline(renderPipeline);
return;
}
WindowCode.PreparePipeline(this, renderPipeline);
CurrentRenderPipeline = renderPipeline;
}
public void TriggerLoad() => Load?.Invoke(this);
public void TriggerResize() => Resize?.Invoke(this);
}
}

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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);
}
}
}

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#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);
}
}
}

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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);
}
}
}

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using System.Drawing;
using System.Windows;
using System;
using System.Drawing;
using OpenTK;
using SM.Base.Controls;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
namespace SM.Base
namespace SM.Base.Windows
{
public interface IGenericWindow : IFramebufferWindow
{
bool Loading { get; }
float Aspect { get; set; }
float AspectRatio { get; set; }
float AspectRatioReverse { get; set; }
GenericCamera ViewportCamera { get; }
GenericCamera ViewportCamera { get; set; }
bool ForceViewportCamera { get; set; }
bool DrawWhileUnfocused { get; set; }
bool UpdateWhileUnfocused { get; set; }
int Width { get; }
int Height { get; }
Vector2 WindowSize { get; set; }
Rectangle ClientRectangle { get; }
Vector2 WorldScale { get; set; }
void SetWorldScale();
}
ISetup AppliedSetup { get; }
public interface IGenericWindow<TScene, TCamera> : IGenericWindow
where TScene : GenericScene, new()
where TCamera : GenericCamera, new()
{
TScene CurrentScene { get; }
event Action<IGenericWindow> Resize;
event Action<IGenericWindow> Load;
RenderPipeline<TScene> RenderPipeline { get; }
GenericScene CurrentScene { get; }
RenderPipeline CurrentRenderPipeline { get; }
void SetScene(TScene scene);
void SetRenderPipeline(RenderPipeline<TScene> renderPipeline);
void Update(UpdateContext context);
void ApplySetup(ISetup setup);
void SetScene(GenericScene scene);
void SetRenderPipeline(RenderPipeline renderPipeline);
void TriggerLoad();
void TriggerResize();
void Close();
}
}

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namespace SM.Base.Windows
{
public interface ISetup
{
void Applied(IGenericWindow window);
void Load(IGenericWindow window);
void Loaded(IGenericWindow window);
void Resize(IGenericWindow window);
}
}

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#region usings
using System.Collections.Generic;
using System.Collections.Generic;
using System.Threading;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
using SM.OGL.Texture;
using SM.Utility;
#endregion
namespace SM.Base
namespace SM.Base.Windows
{
/// <summary>
/// Definition of specific render options.
/// </summary>
public abstract class RenderPipeline
public abstract class RenderPipeline : IInitializable
{
/// <summary>
/// If true, this pipeline was already once activated.
/// </summary>
public bool IsInitialized { get; private set; } = false;
public IGenericWindow ConnectedWindow { get; internal set; }
/// <summary>
/// The window the pipeline is connected to.
/// </summary>
protected IGenericWindow _window { get; private set; }
public Framebuffer MainFramebuffer { get; protected set; }
/// <summary>
/// The framebuffers, that are used in this Pipeline.
/// </summary>
public virtual List<Framebuffer> Framebuffers { get; private set; }
public List<Framebuffer> Framebuffers { get; } = new List<Framebuffer>();
/// <summary>
/// The default shader for the pipeline.
/// </summary>
protected internal virtual MaterialShader _defaultShader { get; set; }
public virtual MaterialShader DefaultShader { get; protected set; }
public virtual Material DefaultMaterial { get; protected set; }
public virtual Framebuffer MainFramebuffer { get; protected set; }= Framebuffer.Screen;
public bool IsInitialized { get; set; }
/// <summary>
/// Occurs, when the window is loading.
/// </summary>
protected internal virtual void Load()
{
}
internal void Render(ref DrawContext context) => RenderProcess(ref context);
/// <summary>
/// Occurs, when the window is resizing.
/// </summary>
protected internal virtual void Resize()
protected abstract void RenderProcess(ref DrawContext context);
public virtual void Resize()
{
if (Framebuffers == null) return;
foreach (var framebuffer in Framebuffers)
foreach(var framebuffer in Framebuffers)
framebuffer.Dispose();
Thread.Sleep(50);
foreach (Framebuffer framebuffer in Framebuffers)
{
foreach(var framebuffer in Framebuffers)
framebuffer.Compile();
}
}
internal void Activate(IGenericWindow window)
public virtual void Activate()
{
_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)
public virtual void Initialization()
{
if (MainFramebuffer != null) Framebuffers.Add(MainFramebuffer);
DefaultShader ??= SMRenderer.DefaultMaterialShader;
}
/// <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)
public Framebuffer CreateWindowFramebuffer(int multisamples)
{
}
/// <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);
Framebuffer framebuffer = new Framebuffer(window: ConnectedWindow);
framebuffer.Append("color", new ColorAttachment(0, PixelInformation.RGBA_LDR, multisamples));
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)
{
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.CompilerServices;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Input;
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.Utility;
using Keyboard = SM.Base.Controls.Keyboard;
namespace SM.Base.Windows
{
internal class WindowCode
{
internal static void Load(IGenericWindow 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();
window.TriggerLoad();
window.AppliedSetup?.Load(window);
}
internal static void Resize(IGenericWindow window)
{
window.WindowSize = new Vector2(window.Width, window.Height);
window.AspectRatio = (float) window.Width / window.Height;
window.AspectRatioReverse = (float) window.Height / window.Width;
GL.Viewport(window.ClientRectangle);
window.CurrentRenderPipeline?.Resize();
PostProcessEffect.Mvp = Matrix4.CreateScale(window.Width, -window.Height, 1) *
Matrix4.LookAt(Vector3.UnitZ, Vector3.Zero, Vector3.UnitY) *
Matrix4.CreateOrthographic(window.Width, window.Height, .1f, 100f);
window.AppliedSetup?.Resize(window);
}
internal static void Update(IGenericWindow window, float deltatime)
{
Deltatime.UpdateDelta = deltatime;
SM.Base.Controls.Mouse.SetState();
Controls.Keyboard.SetStage();
var context = new UpdateContext()
{
Window = window,
Scene = window.CurrentScene
};
if (Keyboard.IsDown(Key.AltLeft) && Keyboard.IsDown(Key.F4))
{
window.Close();
}
Stopwatch.PerformTicks(context);
window.CurrentScene?.Update(context);
window.Update(context);
}
internal static void Render(IGenericWindow window, float deltatime)
{
if (window.CurrentScene == null) return;
SMRenderer.CurrentFrame++;
Deltatime.RenderDelta = deltatime;
var drawContext = new DrawContext()
{
Window = window,
Scene = window.CurrentScene,
RenderPipeline = window.CurrentRenderPipeline,
Mesh = Plate.Object,
Material = window.CurrentRenderPipeline.DefaultMaterial,
ModelMatrix = Matrix4.Identity,
TextureMatrix = Matrix3.Identity,
Instances = new Instance[1]
{
new Instance() {ModelMatrix = Matrix4.Identity, TextureMatrix = Matrix3.Identity}
}
};
drawContext.SetCamera(window.ViewportCamera);
window.CurrentRenderPipeline?.Render(ref drawContext);
}
internal static void PrepareScene(IGenericWindow window, GenericScene scene)
{
window.CurrentScene?.Deactivate();
Util.Activate(scene);
}
internal static void PreparePipeline(IGenericWindow window, RenderPipeline pipeline)
{
pipeline.ConnectedWindow = window;
Util.Activate(pipeline);
}
}
}