235 lines
7.7 KiB
C#
235 lines
7.7 KiB
C#
//-----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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// file="RenderStream"
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// Project: StgSharp
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// AuthorGroup: Nitload
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// Copyright (c) Nitload. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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// SOFTWARE.
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//
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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using StgSharp.Graphics.OpenGL;
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using StgSharp.Mathematics;
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using StgSharp.Mathematics.Graphics;
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using StgSharp.Timing;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading.Tasks;
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namespace StgSharp.Graphics
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{
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public abstract class RenderStream
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{
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private Camera nativeCamera;
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private protected ViewPort primeArgs;
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internal TimeSpanProvider _timeProvider;
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public (int width, int height) Size => (Width, Height);
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public abstract bool IsContextSharable { get; }
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public int Height => primeArgs.Height;
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public int Width => primeArgs.Width;
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public IntPtr Monitor
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{
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get => primeArgs.Monitor;
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internal set => primeArgs.Monitor = value;
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}
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public string Name => primeArgs.Name;
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public ViewPort BindedViewPortContext
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{
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get => primeArgs;
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internal set => primeArgs = value;
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}
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internal IntPtr CanvasHandle => primeArgs.ViewPortHandle;
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internal IntPtr ContextHandle
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{
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get => primeArgs.GraphicHandle;
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private protected set => primeArgs.GraphicHandle = value;
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}
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protected internal Camera NativeCamera
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{
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get => nativeCamera;
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internal set => nativeCamera = value;
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}
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protected float FramePassed => _timeProvider.CurrentSpan;
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protected int PassedFrames => _timeProvider.CurrentSpan;
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protected float TimePassed => (float)_timeProvider.CurrentSecond;
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protected TimeSpanProvider TimeProvider => _timeProvider;
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/// <summary>
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/// Set the Size limit of current form
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/// </summary>
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/// <param _label="minWidth">
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/// Minimum width of current form
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/// </param>
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/// <param _label="minHeight">
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/// Minimum height of current form
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/// </param>
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/// <param _label="maxWidth">
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/// Maximum width of current form
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/// </param>
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/// <param _label="maxHeight">
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/// Maximum height of current form
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/// </param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public abstract void SetSizeLimit(
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int minWidth,
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int minHeight,
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int maxWidth,
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int maxHeight
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);
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public static TTarget ShareContextFrom<TSource, TTarget>(
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[NotNull]TSource source
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) where TSource : RenderStream where TTarget : RenderStream, new()
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{
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TTarget target = new TTarget();
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target.Initialize(source.BindedViewPortContext, source._timeProvider);
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return target;
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}
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/**/
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protected internal static void PollEvents()
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{
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GraphicFramework.glfwPollEvents();
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}
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private protected void SwapBuffers()
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{
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GraphicFramework.glfwSwapBuffers(CanvasHandle);
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}
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/**/
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#region native camera operation
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protected abstract void NativeCameraViewRange(
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Radius fieldOfRange,
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Vec2 offset,
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(float frontDepth, float backDepth) viewDepth
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);
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protected abstract void NativeCameraViewTarget(
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Vec3 position,
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Vec3 direction,
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Vec3 up
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);
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/// <summary>
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/// Get <see cref="Uniform{T}" />(TView is <see cref="GraphicsMatrix" />) uniform from a
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/// shader. This uniform will be used as projection matrix of this camera. Additionally,
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/// for multi- shader rendering, each shader requires a uniform, so do not ignore return
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/// value of this method.
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/// </summary>
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/// <param _label="source">
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/// Shader using this camera
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/// </param>
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/// <param _label="name">
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/// ContextName of projection camera named in shader
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/// </param>
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/// <returns>
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/// <see cref="Uniform{T}" />(TView is <see cref="GraphicsMatrix" />) representing
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/// projection matrix in shader program.
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/// </returns>
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protected abstract Uniform<GraphicsMatrix> NativeCameraUniform(
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ShaderProgram source,
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string name
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);
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#endregion
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#region internal operation
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public void Initialize(
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ViewPort v,
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TimeSpanProvider timeProvider
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)
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{
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if (v == null) {
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throw new ArgumentNullException(nameof(v));
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}
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primeArgs = v;
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this._timeProvider = timeProvider;
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nativeCamera = new Camera();
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PlatformSpecifiedInitialize();
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CustomizeInit();
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GraphicFramework.glfwMakeContextCurrent(IntPtr.Zero);
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}
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internal abstract void PlatformSpecifiedInitialize();
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internal abstract void Terminate();
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#endregion
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#region public operation
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protected abstract void CustomizeDeinit();
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protected abstract void CustomizeInit();
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/// <summary>
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/// Marking the start of current render operations, and set this renser context as
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/// current.
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/// </summary>
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public abstract void RenderStart();
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/// <summary>
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/// Marking the end of current render operations, and release the binding of this renser
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/// context to current, making it available for another thread as current.
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/// </summary>
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public abstract void RenderEnd();
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#endregion
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#region public resource generator
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protected abstract Shader CreateShaderSegment(
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ShaderType type,
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int count
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);
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protected abstract ShaderProgram CreateShaderProgram();
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#endregion
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}
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}
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