//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.Graphics.OpenGL; using StgSharp.Timing; using StgSharp.Math; using StgSharp.MVVM; using StgSharp.MVVM.View; 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 protected (int x, int y, int z) _coordStretch; private protected ViewPort primeArgs; private Camera nativeCamera; internal TimeSpanProvider _timeProvider; public (int width, int height) Size { get => (Width, Height); internal set { primeArgs.Height = value.width; primeArgs.Width = value.height; InternalIO.glfwSetWindowSize(this.CanvasHandle, Width, Height); } } public abstract bool IsContextSharable { get; } public int Height { get => primeArgs.Height; internal set { primeArgs.Height = value; } } public int Width { get => primeArgs.Width; internal set { primeArgs.Width = value; } } public IntPtr Monitor { get => primeArgs.Monitor; internal set => primeArgs.Monitor = value; } public string Name { get => primeArgs.Name; } public vec2d GlobalCoordSize => ((Width * 1.0f) / _coordStretch.x, (Height * 1.0f) / _coordStretch.y); public ViewPort Port { get => primeArgs; internal set => primeArgs = value; } internal IntPtr CanvasHandle { get => primeArgs.ViewPortID; } 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(TSource source) where TSource : RenderStream where TTarget : RenderStream, new() { TTarget target = new TTarget(); target.Initialize(source.Port, source._coordStretch, source._timeProvider); return target; } protected internal static void PollEvents() { InternalIO.glfwPollEvents(); } protected internal void SwapBuffers() { InternalIO.glfwSwapBuffers(CanvasHandle); } #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 (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 internal abstract void Draw(); public void Initialize(ViewPort v, (int, int, int) unitCubeSize, TimeSpanProvider timeProvider) { if (v == null) { throw new ArgumentNullException(nameof(v)); } primeArgs = v; this._timeProvider = timeProvider; _coordStretch = unitCubeSize; nativeCamera = new Camera(); PlatformSpecifiedInitialize(); CustomizeInit(); } internal abstract void PlatformSpecifiedInitialize(); internal abstract void Terminate(); #endregion #region public operation protected abstract void CustomizeDeinit(); protected abstract void CustomizeInit(); protected abstract void Main(); #endregion #region public resource generator protected abstract Shader CreateShaderSegment(ShaderType type, int count); protected abstract ShaderProgram CreateShaderProgram(); #endregion } }