+ render pipeline system for more control about the renderering. + Log system + Framebuffer system ~ Default shader was moved to pipelines.
63 lines
No EOL
2.3 KiB
C#
63 lines
No EOL
2.3 KiB
C#
using OpenTK;
|
|
|
|
namespace SM.Base.Scene
|
|
{
|
|
/// <summary>
|
|
/// Controller for a camera
|
|
/// </summary>
|
|
public abstract class GenericCamera
|
|
{
|
|
/// <summary>
|
|
/// The matrix for the orthographic world.
|
|
/// </summary>
|
|
public static Matrix4 OrthographicWorld { get; protected set; }
|
|
/// <summary>
|
|
/// The matrix for the perspective world.
|
|
/// </summary>
|
|
public static Matrix4 PerspectiveWorld { get; protected set; }
|
|
/// <summary>
|
|
/// This defines what is up. (Normalized)
|
|
/// <para>Default: <see cref="Vector3.UnitY"/></para>
|
|
/// </summary>
|
|
public static Vector3 UpVector { get; set; } = Vector3.UnitY;
|
|
|
|
/// <summary>
|
|
/// Contains the view matrix of this camera.
|
|
/// <para>Default: <see cref="Matrix4.Identity"/></para>
|
|
/// </summary>
|
|
public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
|
|
|
|
/// <summary>
|
|
/// Returns the world matrix that is connected to this camera.
|
|
/// </summary>
|
|
public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
|
|
|
|
/// <summary>
|
|
/// Calculates the view matrix.
|
|
/// </summary>
|
|
/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix"/></returns>
|
|
internal Matrix4 CalculateViewMatrix()
|
|
{
|
|
ViewMatrix = ViewCalculation();
|
|
return ViewMatrix;
|
|
}
|
|
|
|
/// <summary>
|
|
/// This calculates the view matrix.
|
|
/// </summary>
|
|
/// <returns>The new view matrix. This is the returns for <see cref="CalculateViewMatrix"/> and the next value for <see cref="ViewMatrix"/>. </returns>
|
|
protected abstract Matrix4 ViewCalculation();
|
|
|
|
/// <summary>
|
|
/// Represents if the camera is orthographic.
|
|
/// </summary>
|
|
public abstract bool Orthographic { get; }
|
|
/// <summary>
|
|
/// This will calculate the world.
|
|
/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera"/> to calculate the world.</para>
|
|
/// </summary>
|
|
/// <param name="world">The world scale</param>
|
|
/// <param name="aspect">The aspect ratio from the window.</param>
|
|
public abstract void RecalculateWorld(Vector2 world, float aspect);
|
|
}
|
|
} |