#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
{
///
/// Definition of specific render options.
///
public abstract class RenderPipeline
{
///
/// If true, this pipeline was already once activated.
///
public bool IsInitialized { get; private set; } = false;
///
/// The window the pipeline is connected to.
///
protected GenericWindow _window { get; private set; }
///
/// The framebuffers, that are used in this Pipeline.
///
protected virtual List _framebuffers { get; }
///
/// The default shader for the pipeline.
///
protected internal virtual MaterialShader _defaultShader { get; } = SMRenderer.DefaultMaterialShader;
///
/// Occurs, when the window is loading.
///
protected internal virtual void Load()
{
}
///
/// Occurs, when the window is resizing.
///
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(GenericWindow window)
{
_window = window;
if (!IsInitialized)
{
Initialization(window);
IsInitialized = true;
}
Activation(window);
}
///
/// Occurs, when the pipeline was connected to a window.
///
protected internal virtual void Activation(GenericWindow window)
{
}
///
/// Occurs, when the pipeline was connected to a window the first time.
///
///
protected internal virtual void Initialization(GenericWindow window)
{
}
///
/// Occurs, when the window is unloading.
///
protected internal virtual void Unload()
{
}
///
/// Creates a framebuffer, that has specific (often) required settings already applied.
///
///
public static Framebuffer CreateWindowFramebuffer()
{
Framebuffer framebuffer = new Framebuffer(window: SMRenderer.CurrentWindow);
framebuffer.Append("color", 0);
framebuffer.Compile();
return framebuffer;
}
}
///
/// Represents a render pipeline.
///
/// The scene type
public abstract class RenderPipeline : RenderPipeline
where TScene : GenericScene
{
///
/// The system to render stuff.
///
protected internal virtual void Render(ref DrawContext context, TScene scene)
{
context.ActivePipeline = this;
}
///
/// Event, that triggers, when the scene in the current window changes.
///
///
protected internal virtual void SceneChanged(TScene scene)
{
}
}
}