smrendererv3/SMCode/SM.Base/Window/GenericWindow.cs
Michel Fedde 617a7ef044 26.09.2020
+ Added BoundingBoxes to Meshes
+ SM.Base.Objects.Mesh
+ Vertex Colors
+ ShowItem Collections + 2D Equlivant
+ Default Class to store Default Values
+ SM.OGL.GLSystem to store OpenGL specific system information

+ SM2D.DrawColor // not working yet
+ SM2D.DrawComplex to allow access to all features.
+ SM2D.DrawPolygon
+ Polygon system // for 2D only yet

~ Renamed SM.OGL.Mesh to SM.OGL.GenericMesh
2020-09-26 23:40:16 +02:00

100 lines
No EOL
3.4 KiB
C#

using System;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.OGL;
using SM.OGL.Shaders;
namespace SM.Base
{
public class GenericWindow<TScene, TItem, TCamera> : GameWindow
where TScene : GenericScene<TCamera, TItem>, new()
where TItem : IShowItem
where TCamera : GenericCamera, new()
{
private TCamera _viewportCamera;
public TScene CurrentScene { get; private set; }
public bool ForceViewportCamera { get; set; } = false;
public Vector2? Scaling { get; set; }
public Vector2 WorldScale { get; private set; }= Vector2.Zero;
public float Aspect { get; private set; } = 0f;
public GenericWindow() : base(1280, 720, GraphicsMode.Default, "Testing", GameWindowFlags.Default, DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{
_viewportCamera = new TCamera();
}
protected override void OnLoad(EventArgs e)
{
GLSystem.INIT_SYSTEM();
Console.Write("----------------------\n" +
"--- OpenGL Loading ---\n" +
"----------------------------------\n" +
$"--- {"DeviceVersion",14}: {GLSystem.DeviceVersion,-10} ---\n" +
$"--- {"ForcedVersion",14}: {GLSystem.ForcedVersion,-10} ---\n" +
$"--- {"ShadingVersion",14}: {GLSystem.ShadingVersion,-10} ---\n" +
$"--- {"Debugging",14}: {GLSystem.Debugging,-10} ---\n" +
$"----------------------------------\n");
base.OnLoad(e);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
DrawContext drawContext = new DrawContext()
{
World = _viewportCamera.World,
View = _viewportCamera.CalculateViewMatrix(),
Instances = new[] { new Instance {ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One } },
Mesh = Plate.Object,
ForceViewport = ForceViewportCamera,
WorldScale = WorldScale
};
base.OnRenderFrame(e);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
CurrentScene.Draw(drawContext);
SwapBuffers();
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
Aspect = (float)Width / Height;
WorldScale = new Vector2(Width, Height);
if (Scaling.HasValue)
{
if (Scaling.Value.X > 0 && Scaling.Value.Y > 0) WorldScale = Scaling.Value;
else if(Scaling.Value.X > 0) WorldScale = new Vector2(Scaling.Value.X, Scaling.Value.X / Aspect);
else if(Scaling.Value.Y > 0) WorldScale = new Vector2(Aspect * Scaling.Value.Y, Scaling.Value.Y);
}
GL.Viewport(ClientRectangle);
_viewportCamera.RecalculateWorld(WorldScale, Aspect);
}
public virtual void SetScene(TScene scene)
{
CurrentScene = scene;
}
}
public enum WindowScaling
{
None,
Width,
Height,
FixedSize
}
}