//----------------------------------------------------------------------- //----------------------------------------------------------------------- // 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.GL; using StgSharp.Logic; 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 : IConvertableToBlueprintNode { private protected (int x, int y, int z) _coordStretch; private protected RenderStreamConstructArgs primeArgs; private Camera nativeCamera; private IntPtr canvasHandle; private IntPtr contextHandle; private IntPtr monitor; private IntPtr sharedCanvas; internal TimeSpanProvider timeProvider; protected RenderStream(RenderStreamConstructArgs args, bool isSharing) { if (args == null) { throw new ArgumentNullException(nameof(args)); } if (isSharing) { primeArgs = args; } else { RenderStreamConstructArgs? newArgs = args.Clone() as RenderStreamConstructArgs; primeArgs = newArgs; } monitor = args.Monitor; _coordStretch = args.UnitCubeSize; NativeCamera = new Camera(); } public RenderStream(RenderStreamConstructArgs args) { if (args == null) { throw new ArgumentNullException(nameof(args)); } RenderStreamConstructArgs? newArgs = args.Clone() as RenderStreamConstructArgs; primeArgs = newArgs; monitor = newArgs!.Monitor; _coordStretch = newArgs.UnitCubeSize; NativeCamera = new Camera(); } public IntPtr CanvasHandle { get => canvasHandle; internal set => canvasHandle = value; } public IntPtr ContextHandle { get => contextHandle; internal set => contextHandle = 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 => primeArgs.Height; internal set { primeArgs.Height = value; InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height); } } public IntPtr Monitor { get => monitor; internal set => monitor = value; } public string Name { get => primeArgs.Name; internal set => primeArgs.Name = value; } public IntPtr SharedCanvas { get => sharedCanvas; internal set => sharedCanvas = value; } 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 int Width { get => primeArgs.Width; internal set { primeArgs.Width = value; InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height); } } protected internal Camera NativeCamera { get => nativeCamera; internal set => nativeCamera = value; } protected int Frames { get => timeProvider.CurrentSpan; } protected abstract string[] InputPortsName { get; } protected abstract string[] OutputPortsName { get; } protected float TimePassed { get => timeProvider.CurrentSpan; } 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 ShareContextWith(TSource source) where TSource : RenderStream where TTarget : RenderStream { TTarget? target = Activator.CreateInstance(typeof(TTarget), source.primeArgs, true) as TTarget; if (target == null) { throw new InvalidOperationException( $"Failed in creating a new {typeof(TTarget).Name} instance when calling ShareContextWith." ); } target.timeProvider = source.timeProvider; target.canvasHandle = source.canvasHandle; target.contextHandle = source.contextHandle; target.Init(); return target; } internal abstract void CreateCanvas(); string[] IConvertableToBlueprintNode.InputInterfacesName => InputPortsName; BlueprintNodeAction IConvertableToBlueprintNode.MainExecution => InternalDraw; string[] IConvertableToBlueprintNode.OutputInterfacesName => OutputPortsName; #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 (T 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 /// 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( in Dictionary input, in Dictionary output); internal abstract void InternalInit(); internal abstract void InternalTerminate(); #endregion #region public operation protected abstract void Deinit(); protected abstract void Init(); protected abstract void Main( in Dictionary input, in Dictionary output); 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 : ICloneable { public int Height { get; set; } public IntPtr Monitor { get; set; } public string Name { get; set; } public (int x, int y, int z) UnitCubeSize { get; set; } public int Width { get; set; } public object Clone() { RenderStreamConstructArgs ret = new RenderStreamConstructArgs(); ret.Height = Height; ret.Width = Width; ret.Monitor = Monitor; ret.Name = Name; ret.UnitCubeSize = UnitCubeSize; return ret; } } }