//-----------------------------------------------------------------------
// -----------------------------------------------------------------------
// file="RenderStream"
// Project: StgSharp
// AuthorGroup: Nitload
// Copyright (c) Nitload. 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.Mathematics;
using StgSharp.Mathematics.Graphics;
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 => (Width, Height);
public abstract bool IsContextSharable { get; }
public int Height => primeArgs.Height;
public int Width => primeArgs.Width;
public IntPtr Monitor
{
get => primeArgs.Monitor;
internal set => primeArgs.Monitor = value;
}
public string Name => primeArgs.Name;
public ViewPort BindedViewPortContext
{
get => primeArgs;
internal set => primeArgs = value;
}
internal IntPtr CanvasHandle => 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 => _timeProvider.CurrentSpan;
protected int PassedFrames => _timeProvider.CurrentSpan;
protected float TimePassed => (float)_timeProvider.CurrentSecond;
protected TimeSpanProvider TimeProvider => _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()
{
GraphicFramework.glfwPollEvents();
}
private protected void SwapBuffers()
{
GraphicFramework.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();
GraphicFramework.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
}
}