//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
// file="RenderStream.cs"
// Project: StgSharp
// AuthorGroup: Nitload Space
// Copyright (c) Nitload Space. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the “Software”), to deal in the Software without restriction,
// including without limitation the rights to use, copy, modify, merge,
// publish, distribute, sublicense, and/or sell copies of the Software,
// and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// The above copyright notice and
// this permission notice shall be included in all copies
// or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED “AS IS”,
// WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH
// THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
using StgSharp.Math;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
namespace StgSharp.Graphics
{
public abstract class RenderStream
{
private IntPtr canvasHandle;
private IntPtr contextHandle;
private int height;
private IntPtr monitor;
private IntPtr sharedCanvas;
private int width;
protected (int x, int y, int z) _coordStretch;
protected string name;
private Camera nativeCamera;
protected RenderStream(RenderStreamConstructArgs args)
{
height = args.Height;
monitor = args.Monitor;
width = args.Width;
name = args.Name;
monitor = args.Monitor;
_coordStretch = args.UnitCubeSize;
}
public IntPtr CanvasHandle
{
get => canvasHandle;
internal set => canvasHandle = value;
}
public IntPtr ContextHandle
{
get => contextHandle;
internal set => contextHandle = value;
}
internal protected Camera NativeCamera
{
get => nativeCamera;
internal set => nativeCamera = value;
}
public FrameBufferSizeHandler FrameSizeCallback
{
set
{
IntPtr handlerPtr = Marshal.GetFunctionPointerForDelegate(value);
InternalIO.glfwSetFramebufferSizeCallback(CanvasHandle, handlerPtr);
}
}
public vec2d GlobalCoordSize => ((Width * 1.0f) / _coordStretch.x, (Height * 1.0f) / _coordStretch.y);
public int Height
{
get => height;
internal set
{
height = value;
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
}
}
public IntPtr Monitor
{
get => monitor;
internal set => monitor = value;
}
public string Name
{
get => name;
internal set => name = value;
}
public IntPtr SharedCanvas
{
get => sharedCanvas;
internal set => sharedCanvas = value;
}
public vec2d Size
{
get => new vec2d(width, height);
internal set
{
height = (int)value.Y;
width = (int)value.X;
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
}
}
public int Width
{
get => width;
internal set
{
width = value;
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
}
}
///
/// Set the size limit of current form
///
/// Minimum width of current form
/// Minimum height of current form
/// Maximum width of current form
/// Maximum height of current form
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public abstract void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight);
internal abstract void CreateCanvas();
#region native camera operation
protected abstract void NativeCameraViewRange(Radius FieldOfRange,vec2d offset, (float frontDepth, float backDepth ) viewDepth );
protected abstract void NativeCameraViewTarget(vec3d position, vec3d direction, vec3d up);
///
/// Get uniform from a shader.
/// This uniform will be used as projection matrix of this camera.
/// Additionally, for multi-shader rendering, each shader requires a uniform,
/// so do not ignore return value of this method.
///
/// Shader using this camera
/// Name of projection camera named in shader
///
/// (T is ) representing
/// projection matrix in shader program.
///
protected abstract Uniform NativeCameraUniform(ShaderProgram source, string name);
#endregion
#region internal operation
internal abstract void InternalDraw();
internal abstract void InternalInit();
internal abstract void InternalTerminate();
#endregion
#region public operation
protected abstract void Deinit();
protected abstract void Init();
protected abstract void Main();
protected abstract void ProcessInput();
#endregion
#region public resource generator
protected abstract Shader CreateShaderSegment(ShaderType type, int count);
protected abstract ShaderProgram CreateShaderProgram();
#endregion
}
public class RenderStreamConstructArgs
{
public int Height { get; set; }
public IntPtr Monitor { get; set; }
public string Name { get; set; }
public int Width { get; set; }
public (int x, int y, int z) UnitCubeSize { get; set; }
}
}