smrendererv3/SMCode/SM.Base/Window/GenericWindow.cs
Michel Fedde 97e638d9d9 01.10.2020
+ Time controls (Stopwatch, Timers, Intervals)
+ Added smmeries to everything in SM.Base

~ Renamed Vectors to CVectors.
2020-10-01 15:39:03 +02:00

193 lines
No EOL
5.7 KiB
C#

using System;
using System.IO;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Input;
using SM.Base.Contexts;
using SM.Base.Objects.Static;
using SM.Base.Scene;
using SM.Base.Time;
using SM.OGL;
using SM.OGL.Shaders;
using SM.Utility;
namespace SM.Base
{
/// <summary>
/// The base window.
/// </summary>
public abstract class GenericWindow : GameWindow
{
private bool _loading = false;
/// <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; } = 0f;
/// <inheritdoc />
protected GenericWindow() : base(1280, 720, GraphicsMode.Default, "Generic OGL Title", GameWindowFlags.Default,
DisplayDevice.Default, 0, 0, GraphicsContextFlags.Default, null, true)
{ }
/// <inheritdoc />
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);
_loading = true;
}
/// <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();
}
}
/// <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)
{
base.OnUpdateFrame(e);
Deltatime.UpdateDelta = (float)e.Time;
UpdateContext context = new UpdateContext()
{
KeyboardState = Keyboard.GetState(),
MouseState = Mouse.GetState()
};
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>
/// The base window.
/// </summary>
/// <typeparam name="TScene">The scene type</typeparam>
/// <typeparam name="TItem">The base item type</typeparam>
/// <typeparam name="TCamera">The camera type</typeparam>
public abstract class GenericWindow<TScene, TItem, TCamera> : GenericWindow
where TScene : GenericScene<TCamera, TItem>, new()
where TItem : IShowItem
where TCamera : GenericCamera, new()
{
/// <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; }
/// <inheritdoc />
protected GenericWindow()
{
ViewportCamera = new TCamera();
}
/// <inheritdoc />
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();
}
/// <inheritdoc />
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
ViewportCamera.RecalculateWorld(_worldScale, Aspect);
}
/// <summary>
/// Sets the scene.
/// </summary>
/// <param name="scene"></param>
public virtual void SetScene(TScene scene)
{
CurrentScene = scene;
scene.Activate();
}
}
}