Added missing summeries #2

This commit is contained in:
Michel Fedde 2021-03-18 10:13:43 +01:00
parent 31777faa11
commit c8db1ce8bc
26 changed files with 261 additions and 36 deletions

View file

@ -12,26 +12,76 @@ using SM.OGL.Mesh;
namespace SM.Base.Window
{
/// <summary>
/// The draw context contains (more or less) important information for drawing a object.
/// </summary>
public struct DrawContext
{
/// <summary>
/// The window, the context came origionally.
/// </summary>
public IGenericWindow Window { get; internal set; }
/// <summary>
/// The scene, the context was send to.
/// </summary>
public GenericScene Scene { get; internal set; }
/// <summary>
/// The render pipeline, the context is using.
/// </summary>
public RenderPipeline RenderPipeline { get; internal set; }
/// <summary>
/// The last object it came though.
/// <para>Debugging pourpose.</para>
/// </summary>
public object LastObject { get; internal set; }
/// <summary>
/// The camera the context is using.
/// </summary>
public GenericCamera UseCamera { get; internal set; }
/// <summary>
/// The world matrix.
/// </summary>
public Matrix4 World => UseCamera.World;
/// <summary>
/// The view matrix.
/// </summary>
public Matrix4 View => UseCamera.View;
/// <summary>
/// The mesh, that is rendered.
/// </summary>
public GenericMesh Mesh { get; set; }
/// <summary>
/// If set, it will force the mesh to render with that primitive type.
/// </summary>
public PrimitiveType? ForcedType { get; set; }
/// <summary>
/// The material the mesh is going to use.
/// </summary>
public Material Material { get; set; }
/// <summary>
/// The shader the mesh is going to use.
/// </summary>
public MaterialShader Shader => Material.CustomShader ?? RenderPipeline.DefaultShader;
/// <summary>
/// The master model matrix.
/// </summary>
public Matrix4 ModelMatrix;
/// <summary>
/// The master texture matrix.
/// </summary>
public Matrix3 TextureMatrix;
/// <summary>
/// Instances
/// </summary>
public IList<Instance> Instances;
/// <summary>
/// This sets the camera of the context.
/// </summary>
/// <param name="camera"></param>
public void SetCamera(GenericCamera camera)
{
UseCamera = camera;

View file

@ -6,6 +6,9 @@ using System.Threading.Tasks;
namespace SM.Base.Window.Contexts
{
/// <summary>
/// A context for the fixed update.
/// </summary>
public struct FixedUpdateContext
{

View file

@ -52,8 +52,8 @@ namespace SM.Base.Window
public Vector2 WindowSize { get; set; }
public ISetup AppliedSetup { get; private set; }
public event Action<IGenericWindow> Resize;
public event Action<IGenericWindow> Load;
public new event Action<IGenericWindow> Resize;
public new event Action<IGenericWindow> Load;
public GenericScene CurrentScene { get; private set; }
public RenderPipeline CurrentRenderPipeline { get; private set; }

View file

@ -21,8 +21,6 @@ namespace SM.Base.Window
bool DrawWhileUnfocused { get; set; }
bool UpdateWhileUnfocused { get; set; }
int Width { get; }
int Height { get; }
Vector2 WindowSize { get; set; }
Rectangle ClientRectangle { get; }

View file

@ -1,10 +1,25 @@
namespace SM.Base.Window
{
/// <summary>
/// A interface to implerment a window setup.
/// </summary>
public interface ISetup
{
/// <summary>
/// This fires when the setup is applied the window.
/// </summary>
void Applied(IGenericWindow window);
/// <summary>
/// This fires when the window is currently loading.
/// </summary>
void Load(IGenericWindow window);
/// <summary>
/// This fires when the window is done loading.
/// </summary>
void Loaded(IGenericWindow window);
/// <summary>
/// This fires when the window was resized.
/// </summary>
void Resize(IGenericWindow window);
}
}

View file

@ -12,23 +12,45 @@ using SM.OGL.Texture;
namespace SM.Base.Window
{
/// <summary>
/// This represents a render pipeline.
/// </summary>
public abstract class RenderPipeline : IInitializable
{
/// <summary>
/// This contains the windows its connected to.
/// </summary>
public IGenericWindow ConnectedWindow { get; internal set; }
/// <summary>
/// This should contains the framebuffer, when any back buffer effects are used.
/// </summary>
public Framebuffer MainFramebuffer { get; protected set; }
/// <summary>
/// This list contains all framebuffers that are required to update.
/// </summary>
public List<Framebuffer> Framebuffers { get; } = new List<Framebuffer>();
/// <summary>
/// This contains the default shader.
/// <para>Default: <see cref="SMRenderer.DefaultMaterialShader"/></para>
/// </summary>
public virtual MaterialShader DefaultShader { get; protected set; } = SMRenderer.DefaultMaterialShader;
/// <summary>
/// Here you can set a default material.
/// </summary>
public virtual Material DefaultMaterial { get; protected set; }
/// <inheritdoc/>
public bool IsInitialized { get; set; }
/// <inheritdoc/>
public virtual void Activate()
{
}
/// <inheritdoc/>
public virtual void Initialization()
{
if (MainFramebuffer != null) Framebuffers.Add(MainFramebuffer);
@ -40,8 +62,14 @@ namespace SM.Base.Window
RenderProcess(ref context);
}
/// <summary>
/// The process of rendering.
/// </summary>
protected abstract void RenderProcess(ref DrawContext context);
/// <summary>
/// The event when resizing.
/// </summary>
public virtual void Resize()
{
if (Framebuffers == null) return;
@ -54,6 +82,11 @@ namespace SM.Base.Window
framebuffer.Compile();
}
/// <summary>
/// This creates a finished setup for a framebuffer.
/// </summary>
/// <param name="multisamples"></param>
/// <returns></returns>
public Framebuffer CreateWindowFramebuffer(int multisamples = 0)
{
Framebuffer framebuffer = new Framebuffer(ConnectedWindow);

View file

@ -1,9 +1,24 @@
namespace SM.Base.Window
{
/// <summary>
/// Flags how the window is shown.
/// </summary>
public enum WindowFlags
{
/// <summary>
/// As default window.
/// </summary>
Window = 0,
/// <summary>
/// As a borderless window.
/// <para>
/// WARNING! This automaticly fits the window to the screen and is not movable.
/// </para>
/// </summary>
BorderlessWindow = 2,
/// <summary>
/// Contents are shown in fullscreen.
/// </summary>
ExclusiveFullscreen = 1
}
}