~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
73 lines
No EOL
2.4 KiB
C#
73 lines
No EOL
2.4 KiB
C#
#region usings
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using OpenTK;
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#endregion
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namespace SM.Base.Scene
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{
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/// <summary>
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/// Controller for a camera
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/// </summary>
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public abstract class GenericCamera
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{
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/// <summary>
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/// The matrix for the orthographic world.
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/// </summary>
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public static Matrix4 OrthographicWorld { get; protected set; }
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/// <summary>
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/// The matrix for the perspective world.
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/// </summary>
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public static Matrix4 PerspectiveWorld { get; protected set; }
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/// <summary>
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/// This defines what is up. (Normalized)
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/// <para>Default: <see cref="Vector3.UnitY" /></para>
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/// </summary>
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public static Vector3 UpVector { get; set; } = Vector3.UnitY;
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/// <summary>
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/// Contains the view matrix of this camera.
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/// <para>Default: <see cref="Matrix4.Identity" /></para>
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/// </summary>
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public Matrix4 ViewMatrix { get; protected set; } = Matrix4.Identity;
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/// <summary>
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/// Returns the world matrix that is connected to this camera.
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/// </summary>
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public Matrix4 World => Orthographic ? OrthographicWorld : PerspectiveWorld;
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/// <summary>
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/// Represents if the camera is orthographic.
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/// </summary>
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public abstract bool Orthographic { get; }
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/// <summary>
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/// Calculates the view matrix.
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/// </summary>
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/// <returns>The calculated view matrix. Same as <see cref="ViewMatrix" /></returns>
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internal Matrix4 CalculateViewMatrix()
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{
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ViewMatrix = ViewCalculation();
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return ViewMatrix;
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}
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/// <summary>
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/// This calculates the view matrix.
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/// </summary>
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/// <returns>
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/// The new view matrix. This is the returns for <see cref="CalculateViewMatrix" /> and the next value for
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/// <see cref="ViewMatrix" />.
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/// </returns>
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protected abstract Matrix4 ViewCalculation();
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/// <summary>
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/// This will calculate the world.
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/// <para>This is called on <see cref="GenericWindow{TScene,TCamera}.ViewportCamera" /> to calculate the world.</para>
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/// </summary>
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/// <param name="world">The world scale</param>
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/// <param name="aspect">The aspect ratio from the window.</param>
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public abstract void RecalculateWorld(Vector2 world, float aspect);
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}
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} |