smrendererv3/SMCode/SM.Base/Window/GenericWindow.cs
2020-12-14 15:52:14 +01:00

333 lines
No EOL
10 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Input;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Objects.Static;
using SM.Base.PostProcess;
using SM.Base.Scene;
using SM.Base.ShaderExtension;
using SM.Base.Time;
using SM.OGL;
using SM.OGL.Framebuffer;
using SM.Utility;
#endregion
namespace SM.Base
{
/// <summary>
/// The base window.
/// </summary>
public abstract class GenericWindow : GameWindow
{
internal bool _loading = true;
internal List<Action> _actionsAfterLoading = new List<Action>();
/// <summary>
/// This tells you the current world scale.
/// </summary>
protected Vector2 _worldScale = Vector2.Zero;
/// <summary>
/// This tells you the current aspect ratio of this window.
/// </summary>
public float Aspect { get; private set; }
/// <summary>
/// If false, the window will not react on updates and will not render something.
/// <para>
/// Default: false
/// </para>
/// </summary>
public bool ReactWhileUnfocused = false;
/// <inheritdoc />
protected GenericWindow() : this(1280, 720, "Generic OGL Title", GameWindowFlags.Default)
{
}
/// <summary>
/// Creates a window...
/// </summary>
protected GenericWindow(int width, int height, string title, GameWindowFlags flags, bool vSync = true) : base(width, height,
GraphicsMode.Default, title, flags, DisplayDevice.Default, GLSettings.ForcedVersion.MajorVersion,
GLSettings.ForcedVersion.MinorVersion, GraphicsContextFlags.Default)
{
VSync = vSync ? VSyncMode.On : VSyncMode.Off;
}
/// <inheritdoc />
protected override void OnLoad(EventArgs e)
{
SMRenderer.CurrentWindow = this;
GLSystem.INIT_SYSTEM();
GLSettings.ShaderPreProcessing = true;
var args = Environment.GetCommandLineArgs();
if (args.Contains("--advDebugging"))
{
SMRenderer.AdvancedDebugging = true;
GLSettings.InfoEveryUniform = true;
}
Log.Init();
Log.Write("#", ConsoleColor.Cyan, "----------------------",
"--- OpenGL Loading ---",
"----------------------------------",
$"--- {"DeviceVersion",14}: {GLSystem.DeviceVersion,-10} ---",
$"--- {"ForcedVersion",14}: {GLSettings.ForcedVersion,-10} ---",
$"--- {"ShadingVersion",14}: {GLSystem.ShadingVersion,-10} ---",
$"--- {"Debugging",14}: {GLSystem.Debugging,-10} ---",
$"--- {"AdvDebugging",14}: {SMRenderer.AdvancedDebugging,-10} ---",
"----------------------------------");
if (SMRenderer.AdvancedDebugging) Log.Write("Extension", ConsoleColor.DarkCyan, GLSystem.Extensions);
ExtensionManager.InitExtensions();
base.OnLoad(e);
}
/// <inheritdoc />
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
Aspect = (float) Width / Height;
_worldScale = new Vector2(Width, Height);
SetWorldScale();
GL.Viewport(ClientRectangle);
if (_loading)
{
_loading = false;
OnLoaded();
_actionsAfterLoading.ForEach(a => a());
_actionsAfterLoading = null;
}
}
/// <summary>
/// This is triggered after all the window-loading has been done.
/// </summary>
protected virtual void OnLoaded()
{
}
/// <summary>
/// Sets the world scale.
/// </summary>
protected virtual void SetWorldScale()
{
}
/// <inheritdoc />
protected override void OnUpdateFrame(FrameEventArgs e)
{
if (!ReactWhileUnfocused && !Focused) return;
base.OnUpdateFrame(e);
Deltatime.UpdateDelta = (float) e.Time;
var context = new UpdateContext
{
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState()
};
if (context.KeyboardState[Key.AltLeft] && context.KeyboardState[Key.F4]) Close();
Update(e, ref context);
}
/// <summary>
/// Updates the system.
/// </summary>
/// <param name="e"></param>
/// <param name="context"></param>
protected virtual void Update(FrameEventArgs e, ref UpdateContext context)
{
Stopwatch.PerformTicks(context);
}
/// <summary>
/// Grabs the cursor and make sure it doesn't leave the window.
/// </summary>
/// <param name="makeItInvisible">If true, it makes the cursor invisible.</param>
public void GrabCursor(bool makeItInvisible = true)
{
CursorGrabbed = true;
CursorVisible = !makeItInvisible;
}
/// <summary>
/// Ungrabs the cursor.
/// </summary>
public void UngrabCursor()
{
CursorGrabbed = false;
if (!CursorVisible) CursorVisible = true;
}
public Bitmap TakeScreenshot(Framebuffer framebuffer, ReadBufferMode readBuffer, int x, int y, int width, int height)
{
GL.GetInteger(GetPName.FramebufferBinding, out int prevFBId);
GL.GetInteger(GetPName.DrawFramebufferBinding, out int prevFBDrawId);
GL.GetInteger(GetPName.ReadFramebufferBinding, out int prevFBReadId);
Bitmap b = new Bitmap(width, height);
System.Drawing.Imaging.BitmapData bits = b.LockBits(new Rectangle(0, 0, width, height),
System.Drawing.Imaging.ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, framebuffer);
GL.ReadBuffer(readBuffer);
GL.ReadPixels(x, y, width, height, OpenTK.Graphics.OpenGL4.PixelFormat.Bgra, PixelType.UnsignedByte,
bits.Scan0);
b.UnlockBits(bits);
b.RotateFlip(RotateFlipType.RotateNoneFlipY);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, prevFBId);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, prevFBDrawId);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, prevFBReadId);
return b;
}
}
/// <summary>
/// The base window.
/// </summary>
/// <typeparam name="TScene">The scene type</typeparam>
/// <typeparam name="TCamera">The camera type</typeparam>
public abstract class GenericWindow<TScene, TCamera> : GenericWindow
where TScene : GenericScene, new()
where TCamera : GenericCamera, new()
{
/// <inheritdoc />
protected GenericWindow()
{
ViewportCamera = new TCamera();
}
/// <summary>
/// The viewport camera.
/// </summary>
public TCamera ViewportCamera { get; }
/// <summary>
/// This forces the render to use the viewport camera.
/// </summary>
public bool ForceViewportCamera { get; set; } = false;
/// <summary>
/// The current scene.
/// </summary>
public TScene CurrentScene { get; private set; }
/// <summary>
/// Controls how a scene is rendered.
/// </summary>
public RenderPipeline<TScene> RenderPipeline { get; private set; }
/// <inheritdoc />
protected override void Update(FrameEventArgs e, ref UpdateContext context)
{
base.Update(e, ref context);
CurrentScene?.Update(context);
}
/// <inheritdoc />
protected override void OnRenderFrame(FrameEventArgs e)
{
if (!ReactWhileUnfocused && !Focused) return;
SMRenderer.CurrentFrame++;
Deltatime.RenderDelta = (float) e.Time;
var drawContext = new DrawContext
{
World = ViewportCamera.World,
View = ViewportCamera.CalculateViewMatrix(),
ModelMaster = Matrix4.Identity,
Instances = new[]
{
new Instance
{ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One}
},
Mesh = Plate.Object,
ForceViewport = ForceViewportCamera,
WorldScale = _worldScale,
LastPassthough = this
};
base.OnRenderFrame(e);
RenderPipeline.Render(ref drawContext, CurrentScene);
SwapBuffers();
GLDebugging.CheckGLErrors();
}
/// <inheritdoc />
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
ViewportCamera.RecalculateWorld(_worldScale, Aspect);
RenderPipeline.Resize();
PostProcessEffect.Model = Matrix4.CreateScale(_worldScale.X, -_worldScale.Y, 1);
PostProcessEffect.Mvp = PostProcessEffect.Model *
Matrix4.LookAt(0, 0, 1, 0, 0, 0, 0, 1, 0) *
GenericCamera.OrthographicWorld;
}
/// <summary>
/// Sets the scene.
/// </summary>
/// <param name="scene"></param>
public virtual void SetScene(TScene scene)
{
if (_loading)
{
_actionsAfterLoading.Add(() => SetScene(scene));
return;
}
CurrentScene = scene;
scene.Activate();
RenderPipeline.SceneChanged(scene);
}
/// <summary>
/// Defines the render pipeline.
/// </summary>
/// <param name="pipeline"></param>
public void SetRenderPipeline(RenderPipeline<TScene> pipeline)
{
if (_loading)
{
_actionsAfterLoading.Add(() => SetRenderPipeline(pipeline));
return;
}
RenderPipeline = pipeline;
pipeline.Activate(this);
}
}
}