smrendererv3/SMCode/SM.Base/Window/RenderPipeline.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

83 lines
No EOL
2.2 KiB
C#

#region usings
using System.Collections.Generic;
using System.Threading;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
#endregion
namespace SM.Base
{
/// <summary>
/// Definition of specific render options.
/// </summary>
public abstract class RenderPipeline
{
/// <summary>
/// The framebuffers, that are used in this Pipeline.
/// </summary>
protected virtual List<Framebuffer> _framebuffers { get; }
/// <summary>
/// The default shader for the pipeline.
/// </summary>
protected internal virtual MaterialShader _defaultShader { get; } = SMRenderer.DefaultMaterialShader;
/// <summary>
/// Occurs, when the window is loading.
/// </summary>
protected internal virtual void Load()
{
}
/// <summary>
/// Occurs, when the window is resizing.
/// </summary>
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();
}
}
/// <summary>
/// Occurs, when the pipeline was connected to a window.
/// </summary>
protected internal virtual void Activate(GenericWindow window)
{
}
/// <summary>
/// Occurs, when the window is unloading.
/// </summary>
protected internal virtual void Unload()
{
}
}
/// <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>
protected internal virtual void Render(ref DrawContext context, TScene scene)
{
context.ActivePipeline = this;
}
}
}