using System;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
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
{
///
/// The base window.
///
public abstract class GenericWindow : GameWindow
{
private bool _loading = false;
///
/// This tells you the current world scale.
///
protected Vector2 _worldScale = Vector2.Zero;
///
/// This tells you the current aspect ratio of this window.
///
public float Aspect { get; private set; } = 0f;
///
protected GenericWindow() : base(1280, 720, GraphicsMode.Default, "Generic OGL Title", GameWindowFlags.Default,
DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{ }
///
protected override void OnLoad(EventArgs e)
{
GLSystem.INIT_SYSTEM();
Log.Write("#", ConsoleColor.Cyan, "----------------------",
"--- OpenGL Loading ---",
"----------------------------------",
$"--- {"DeviceVersion",14}: {GLSystem.DeviceVersion,-10} ---",
$"--- {"ForcedVersion",14}: {GLSystem.ForcedVersion,-10} ---",
$"--- {"ShadingVersion",14}: {GLSystem.ShadingVersion,-10} ---",
$"--- {"Debugging",14}: {GLSystem.Debugging,-10} ---",
$"----------------------------------");
base.OnLoad(e);
_loading = true;
}
///
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
Aspect = (float)Width / Height;
_worldScale = new Vector2(Width, Height);
SetWorldScale();
GL.Viewport(ClientRectangle);
if (_loading)
{
_loading = false;
OnLoaded();
}
}
///
/// This is triggered after all the window-loading has been done.
///
protected virtual void OnLoaded()
{
}
///
/// Sets the world scale.
///
protected virtual void SetWorldScale() { }
///
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
Deltatime.UpdateDelta = (float)e.Time;
UpdateContext context = new UpdateContext()
{
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState()
};
Update(e, ref context);
}
///
/// Updates the system.
///
///
///
protected virtual void Update(FrameEventArgs e, ref UpdateContext context)
{
Stopwatch.PerformTicks(context);
}
///
/// Grabs the cursor and make sure it doesn't leave the window.
///
/// If true, it makes the cursor invisible.
public void GrabCursor(bool makeItInvisible = true)
{
CursorGrabbed = true;
CursorVisible = !makeItInvisible;
}
///
/// Ungrabs the cursor.
///
public void UngrabCursor()
{
CursorGrabbed = false;
if (!CursorVisible) CursorVisible = true;
}
}
///
/// The base window.
///
/// The scene type
/// The camera type
public abstract class GenericWindow : GenericWindow
where TScene : GenericScene, new()
where TCamera : GenericCamera, new()
{
///
/// The viewport camera.
///
public TCamera ViewportCamera { get; }
///
/// This forces the render to use the viewport camera.
///
public bool ForceViewportCamera { get; set; } = false;
///
/// The current scene.
///
public TScene CurrentScene { get; private set; }
///
/// Controls how a scene is rendered.
///
public RenderPipeline RenderPipeline { get; private set; }
///
protected GenericWindow()
{
ViewportCamera = new TCamera();
}
///
protected override void Update(FrameEventArgs e, ref UpdateContext context)
{
base.Update(e, ref context);
CurrentScene?.Update(context);
}
///
protected override void OnRenderFrame(FrameEventArgs e)
{
SMRenderer.CurrentFrame++;
Deltatime.RenderDelta = (float)e.Time;
DrawContext drawContext = new DrawContext()
{
World = ViewportCamera.World,
View = ViewportCamera.CalculateViewMatrix(),
ModelMaster = Matrix4.Identity,
Instances = new[] { new Instance {ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One } },
Mesh = Plate.Object,
ForceViewport = ForceViewportCamera,
WorldScale = _worldScale
};
base.OnRenderFrame(e);
RenderPipeline.Render(ref drawContext, CurrentScene);
SwapBuffers();
GLDebugging.CheckGLErrors();
}
///
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
ViewportCamera.RecalculateWorld(_worldScale, Aspect);
RenderPipeline.Resize();
}
///
/// Sets the scene.
///
///
public virtual void SetScene(TScene scene)
{
CurrentScene = scene;
scene.Activate();
}
///
/// Defines the render pipeline.
///
///
public void SetRenderPipeline(RenderPipeline pipeline)
{
RenderPipeline = pipeline;
pipeline.Activate(this);
}
}
}