smrendererv3/SMCode/SM.Base/Scene/GenericCamera.cs
Michel Fedde 03b3942732 Holidays 12.10. -> 25.10.2020
~ Moved code around in files.

SM.Base:
+ PostProcessing-system
+ OnInitialization() for Scenes.
+ Shader-Extensions
+ Added option to not react while unfocused to the window.
+ Added Screenshots to the window.
+ Connected the log system to the SM.OGL-action system.

~ Replaced IShader with abstract MaterialShader.
~ When a log compression folder doesn't exist, it will create one.

SM.OGL:
+ Added support for UniformArrays
+ Added ShaderPreProcessing
+ Added Shader Extensions.
+ Added Debug actions.
+ SM.OGL settings

~ Framebuffer Size is automaticly changed, when the window and scale is set.

SM2D:
+ Added easy shader drawing.
2020-10-24 15:10:36 +02:00

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No EOL
2.4 KiB
C#

#region usings
using OpenTK;
#endregion
namespace SM.Base.Scene
{
/// <summary>
/// Controller for a camera
/// </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;
/// <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;
/// <summary>
/// Represents if the camera is orthographic.
/// </summary>
public abstract bool Orthographic { get; }
/// <summary>
/// Calculates the view matrix.
/// </summary>
/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix" /></returns>
internal Matrix4 CalculateViewMatrix()
{
ViewMatrix = ViewCalculation();
return ViewMatrix;
}
/// <summary>
/// This calculates the view matrix.
/// </summary>
/// <returns>
/// The new view matrix. This is the returns for <see cref="CalculateViewMatrix" /> and the next value for
/// <see cref="ViewMatrix" />.
/// </returns>
protected abstract Matrix4 ViewCalculation();
/// <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);
}
}