//----------------------------------------------------------------------- //----------------------------------------------------------------------- // file="RenderStream.cs" // Project: StepVisualizer // 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.Graphics.OpenGL; using StgSharp.Math; using StgSharp.MVVM; using StgSharp.Timing; using System; using System.Collections.Generic; using System.ComponentModel; using System.Diagnostics.CodeAnalysis; 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 Camera nativeCamera; private protected ViewPort primeArgs; internal TimeSpanProvider _timeProvider; public (int width, int height) Size { get => (Width, Height); } public abstract bool IsContextSharable { get; } public int Height { get => primeArgs.Height; } public int Width { get => primeArgs.Width; } public IntPtr Monitor { get => primeArgs.Monitor; internal set => primeArgs.Monitor = value; } public string Name { get => primeArgs.Name; } public ViewPort BindedViewPortContext { get => primeArgs; internal set => primeArgs = value; } internal IntPtr CanvasHandle { get => primeArgs.ViewPortHandle; } internal IntPtr ContextHandle { get => primeArgs.GraphicHandle; private protected set => primeArgs.GraphicHandle = value; } protected internal Camera NativeCamera { get => nativeCamera; internal set => nativeCamera = value; } protected float FramePassed { get => _timeProvider.CurrentSpan; } protected int PassedFrames { get => _timeProvider.CurrentSpan; } protected float TimePassed { get => _timeProvider.CurrentSecond; } protected TimeSpanProvider TimeProvider { get => _timeProvider; } /// /// 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 ); public static TTarget ShareContextFrom( [NotNull]TSource source ) where TSource: RenderStream where TTarget: RenderStream, new() { TTarget target = new TTarget(); target.Initialize( source.BindedViewPortContext, source._timeProvider ); return target; } /**/ protected internal static void PollEvents() { InternalIO.glfwPollEvents(); } private protected void SwapBuffers() { InternalIO.glfwSwapBuffers( CanvasHandle ); } /**/ #region native camera operation protected abstract void NativeCameraViewRange( Radius fieldOfRange, Vec2 offset, (float frontDepth, float backDepth) viewDepth ); protected abstract void NativeCameraViewTarget( Vec3 position, Vec3 direction, Vec3 up ); /// /// Get (TView is ) 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 /// /// /// ContextName of projection camera named in shader /// /// /// (TView is ) representing projection /// matrix in shader program. /// protected abstract Uniform NativeCameraUniform( ShaderProgram source, string name ); #endregion #region internal operation public void Initialize( ViewPort v, TimeSpanProvider timeProvider ) { if( v == null ) { throw new ArgumentNullException( nameof( v ) ); } primeArgs = v; this._timeProvider = timeProvider; nativeCamera = new Camera(); PlatformSpecifiedInitialize(); CustomizeInit(); InternalIO.glfwMakeContextCurrent( IntPtr.Zero ); } internal abstract void PlatformSpecifiedInitialize(); internal abstract void Terminate(); #endregion #region public operation protected abstract void CustomizeDeinit(); protected abstract void CustomizeInit(); /// /// Marking the start of current render operations, and set this renser context as /// current. /// public abstract void RenderStart(); /// /// Marking the end of current render operations, and release the binding of this renser /// context to current, making it available for another thread as current. /// public abstract void RenderEnd(); #endregion #region public resource generator protected abstract Shader CreateShaderSegment( ShaderType type, int count ); protected abstract ShaderProgram CreateShaderProgram(); #endregion } }