smrendererv3/SMCode/SM.Base/Window/RenderPipeline.cs
Michel Fedde 5d4b360b05 ~ Changed Pipelines
(Default2DPipeline: Has Lights, Post-ProcessingEffects, etc.)
(Basic2DPipeline: Simple Color and Texture stuff, thats it)
2020-12-19 18:31:44 +01:00

120 lines
No EOL
3 KiB
C#

#region usings
using System.Collections.Generic;
using System.Threading;
using SM.Base.Contexts;
using SM.Base.Drawing;
using SM.Base.Scene;
using SM.OGL.Framebuffer;
#endregion
namespace SM.Base
{
/// <summary>
/// Definition of specific render options.
/// </summary>
public abstract class RenderPipeline
{
public bool IsInitialized { get; private set; } = false;
protected GenericWindow _window { get; private set; }
/// <summary>
/// The framebuffers, that are used in this Pipeline.
/// </summary>
protected virtual List<Framebuffer> _framebuffers { get; }
/// <summary>
/// The default shader for the pipeline.
/// </summary>
protected internal virtual MaterialShader _defaultShader { get; } = SMRenderer.DefaultMaterialShader;
/// <summary>
/// Occurs, when the window is loading.
/// </summary>
protected internal virtual void Load()
{
}
/// <summary>
/// Occurs, when the window is resizing.
/// </summary>
protected internal virtual void Resize()
{
if (_framebuffers == null) return;
foreach (var framebuffer in _framebuffers)
framebuffer.Dispose();
Thread.Sleep(50);
foreach (Framebuffer framebuffer in _framebuffers)
{
framebuffer.Compile();
}
}
internal void Activate(GenericWindow window)
{
_window = window;
if (!IsInitialized)
{
Initialization(window);
IsInitialized = true;
}
Activation(window);
}
/// <summary>
/// Occurs, when the pipeline was connected to a window.
/// </summary>
protected internal virtual void Activation(GenericWindow window)
{
}
protected internal virtual void Initialization(GenericWindow window)
{
}
/// <summary>
/// Occurs, when the window is unloading.
/// </summary>
protected internal virtual void Unload()
{
}
public static Framebuffer CreateWindowFramebuffer()
{
Framebuffer framebuffer = new Framebuffer(window: SMRenderer.CurrentWindow);
framebuffer.Append("color", 0);
framebuffer.Compile();
return framebuffer;
}
}
/// <summary>
/// Represents a render pipeline.
/// </summary>
/// <typeparam name="TScene">The scene type</typeparam>
public abstract class RenderPipeline<TScene> : RenderPipeline
where TScene : GenericScene
{
/// <summary>
/// The system to render stuff.
/// </summary>
protected internal virtual void Render(ref DrawContext context, TScene scene)
{
context.ActivePipeline = this;
}
protected internal virtual void SceneChanged(TScene scene)
{
}
}
}