smrendererv3/SMCode/SM.OGL/GLObject.cs
Michel Fedde 5bb690e45f 2021-15-03
+ GenericTransformation.InWorldSpace (Merges the object transformation and the last master transformation)
+ Ray class for Raycasting (may not work correctly)
+ Util.CallGarbageCollector() can call the garbage collector.
+ GLWindow.WindowFlags allow to easly switch between Window <-> Borderless Window (this will cause the window to fill the entire screen) <-> Exclusive Fullscreen.

~ Made the bloom-texture scale a constructor-parameter.

SM.OGL:
+ OpenGL-GarbageCollector integration.
+ BoundingBox.GetBounds(Matrix4, out Vector3,out Vector3) allows for easy transformation of the bounding box.
+ GLObjects can now marked as not compiled. Where it always returns false at WasCompiled.

SM2D:
~ Improved the Mouse2D.MouseOver Algorithm.
2021-03-15 18:11:58 +01:00

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3 KiB
C#

#region usings
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Runtime.InteropServices;
using OpenTK.Graphics.OpenGL4;
#endregion
namespace SM.OGL
{
/// <summary>
/// Specifies default object behaviour.
/// </summary>
public abstract class GLObject
{
private static List<GLObject> _disposableObjects = new List<GLObject>();
protected bool ReportAsNotCompiled;
/// <summary>
/// Contains the OpenGL ID
/// </summary>
protected int _id = -1;
/// <summary>
/// If true, the system will call "Compile()", when "ID" is tried to get, but the id is still -1.
/// </summary>
protected virtual bool AutoCompile { get; } = false;
/// <summary>
/// Checks if the object was compiled.
/// </summary>
public bool WasCompiled => _id > 0 && !ReportAsNotCompiled;
/// <summary>
/// Returns the id for this object.
/// <para>It will auto compile, if needed and allowed.</para>
/// </summary>
public virtual int ID
{
get
{
if (AutoCompile && !WasCompiled) PerformCompile();
return _id;
}
}
/// <summary>
/// Identifies the object.
/// </summary>
public abstract ObjectLabelIdentifier TypeIdentifier { get; }
[DebuggerStepThrough]
private void PerformCompile()
{
Compile();
}
/// <summary>
/// The action, that is called, when "ID" tries to compile something.
/// </summary>
[DebuggerStepThrough]
public virtual void Compile()
{
}
/// <summary>
/// Is triggered, when something want to dispose this object.
/// </summary>
public virtual void Dispose()
{
_id = -1;
}
/// <summary>
/// Re-compiles the object.
/// </summary>
public void Recompile()
{
if (!WasCompiled) return;
Dispose();
Compile();
}
/// <summary>
/// Names the object for debugging.
/// </summary>
/// <param name="name"></param>
public void Name(string name)
{
if (GLSystem.Debugging) GL.ObjectLabel(TypeIdentifier, _id, name.Length, name);
}
public static void DisposeMarkedObjects()
{
foreach (GLObject o in _disposableObjects)
{
o.Dispose();
}
_disposableObjects.Clear();
}
/// <summary>
/// Returns the ID for the object.
/// </summary>
/// <param name="glo"></param>
public static implicit operator int(GLObject glo)
{
return glo.ID;
}
~GLObject()
{
if (WasCompiled) _disposableObjects.Add(this);
}
}
}