smrendererv3/SMCode/SM.Base/Window/RenderPipeline.cs
2021-03-15 18:18:51 +01:00

60 lines
No EOL
1.9 KiB
C#

using System.Collections.Generic;
using System.Threading;
using SM.Base.Drawing;
using SM.OGL.Framebuffer;
using SM.OGL.Texture;
using SM.Utility;
namespace SM.Base.Windows
{
public abstract class RenderPipeline : IInitializable
{
public IGenericWindow ConnectedWindow { get; internal set; }
public Framebuffer MainFramebuffer { get; protected set; }
public List<Framebuffer> Framebuffers { get; } = new List<Framebuffer>();
public virtual MaterialShader DefaultShader { get; protected set; } = SMRenderer.DefaultMaterialShader;
public virtual Material DefaultMaterial { get; protected set; }
public bool IsInitialized { get; set; }
internal void Render(ref DrawContext context) => RenderProcess(ref context);
protected abstract void RenderProcess(ref DrawContext context);
public virtual void Resize()
{
if (Framebuffers == null) return;
foreach(var framebuffer in Framebuffers)
framebuffer.Dispose();
Thread.Sleep(50);
foreach(var framebuffer in Framebuffers)
framebuffer.Compile();
}
public virtual void Activate()
{
}
public virtual void Initialization()
{
if (MainFramebuffer != null) Framebuffers.Add(MainFramebuffer);
DefaultShader ??= SMRenderer.DefaultMaterialShader;
}
public Framebuffer CreateWindowFramebuffer(int multisamples = 0)
{
Framebuffer framebuffer = new Framebuffer(window: ConnectedWindow);
framebuffer.Append("color", new ColorAttachment(0, PixelInformation.RGBA_LDR, multisamples));
RenderbufferAttachment depthAttach = RenderbufferAttachment.Depth;
depthAttach.Multisample = multisamples;
framebuffer.AppendRenderbuffer(depthAttach);
return framebuffer;
}
}
}