296 lines
No EOL
8.7 KiB
C#
296 lines
No EOL
8.7 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, IGenericWindow
|
|
{
|
|
protected GenericCamera _viewportCamera;
|
|
|
|
internal bool _loading = true;
|
|
internal List<Action> _actionsAfterLoading = new List<Action>();
|
|
|
|
public bool Loading => _loading;
|
|
|
|
/// <summary>
|
|
/// This tells you the current world scale.
|
|
/// </summary>
|
|
public Vector2 WorldScale { get; set; } = Vector2.Zero;
|
|
|
|
/// <summary>
|
|
/// This tells you the current aspect ratio of this window.
|
|
/// </summary>
|
|
public float Aspect { get; 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;
|
|
|
|
public GenericCamera ViewportCamera => _viewportCamera;
|
|
public bool ForceViewportCamera { get; set; }
|
|
|
|
/// <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)
|
|
{
|
|
GenericWindowCode.Load(this);
|
|
|
|
base.OnLoad(e);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnResize(EventArgs e)
|
|
{
|
|
base.OnResize(e);
|
|
|
|
GenericWindowCode.Resize(this);
|
|
|
|
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>
|
|
public 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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Create a bitmap from the framebuffer.
|
|
/// </summary>
|
|
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, IGenericWindow<TScene, TCamera>
|
|
where TScene : GenericScene, new()
|
|
where TCamera : GenericCamera, new()
|
|
{
|
|
private RenderPipeline<TScene> _renderPipeline;
|
|
private TScene _scene;
|
|
|
|
/// <inheritdoc />
|
|
protected GenericWindow()
|
|
{
|
|
_viewportCamera = new TCamera();
|
|
}
|
|
|
|
/// <summary>
|
|
/// The viewport camera.
|
|
/// </summary>
|
|
public TCamera ViewportCamera {
|
|
get => (TCamera)_viewportCamera;
|
|
set => _viewportCamera = value;
|
|
}
|
|
|
|
/// <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 => _scene;
|
|
|
|
/// <summary>
|
|
/// Controls how a scene is rendered.
|
|
/// </summary>
|
|
public RenderPipeline<TScene> RenderPipeline => _renderPipeline;
|
|
|
|
/// <inheritdoc />
|
|
protected override void Update(FrameEventArgs e, ref UpdateContext context)
|
|
{
|
|
base.Update(e, ref context);
|
|
context.CurrentScene = CurrentScene;
|
|
CurrentScene?.Update(context);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnRenderFrame(FrameEventArgs e)
|
|
{
|
|
if (!ReactWhileUnfocused && !Focused) return;
|
|
|
|
base.OnRenderFrame(e);
|
|
|
|
GenericWindowCode.Render(this, (float)e.Time);
|
|
|
|
SwapBuffers();
|
|
|
|
GLDebugging.CheckGLErrors();
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override void OnResize(EventArgs e)
|
|
{
|
|
base.OnResize(e);
|
|
|
|
GenericWindowCode.Resize(this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the scene.
|
|
/// </summary>
|
|
/// <param name="scene"></param>
|
|
public virtual void SetScene(TScene scene)
|
|
{
|
|
if (_loading)
|
|
{
|
|
_actionsAfterLoading.Add(() => SetScene(scene));
|
|
return;
|
|
}
|
|
|
|
_scene = 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);
|
|
}
|
|
}
|
|
} |