225 lines
7.7 KiB
C#
225 lines
7.7 KiB
C#
//-----------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------
|
|
// 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.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 IntPtr canvasHandle;
|
|
private IntPtr contextHandle;
|
|
|
|
private int height;
|
|
private IntPtr monitor;
|
|
private IntPtr sharedCanvas;
|
|
private int width;
|
|
protected (int x, int y, int z) _coordStretch;
|
|
protected string name;
|
|
private Camera nativeCamera;
|
|
|
|
public RenderStream(RenderStreamConstructArgs args)
|
|
{
|
|
height = args.Height;
|
|
monitor = args.Monitor;
|
|
width = args.Width;
|
|
name = args.Name;
|
|
monitor = args.Monitor;
|
|
_coordStretch = args.UnitCubeSize;
|
|
}
|
|
|
|
public IntPtr CanvasHandle
|
|
{
|
|
get => canvasHandle;
|
|
internal set => canvasHandle = value;
|
|
}
|
|
|
|
public IntPtr ContextHandle
|
|
{
|
|
get => contextHandle;
|
|
internal set => contextHandle = value;
|
|
}
|
|
|
|
internal protected Camera NativeCamera
|
|
{
|
|
get => nativeCamera;
|
|
internal set => nativeCamera = 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 => height;
|
|
internal set
|
|
{
|
|
height = value;
|
|
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
|
|
}
|
|
}
|
|
|
|
public IntPtr Monitor
|
|
{
|
|
get => monitor;
|
|
internal set => monitor = value;
|
|
}
|
|
|
|
public string Name
|
|
{
|
|
get => name;
|
|
internal set => name = value;
|
|
}
|
|
|
|
public IntPtr SharedCanvas
|
|
{
|
|
get => sharedCanvas;
|
|
internal set => sharedCanvas = value;
|
|
}
|
|
|
|
public vec2d Size
|
|
{
|
|
get => new vec2d(width, height);
|
|
internal set
|
|
{
|
|
height = (int)value.Y;
|
|
width = (int)value.X;
|
|
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
|
|
}
|
|
}
|
|
|
|
public int Width
|
|
{
|
|
get => width;
|
|
internal set
|
|
{
|
|
width = value;
|
|
InternalIO.glfwSetWindowSize(this.canvasHandle, Width, Height);
|
|
}
|
|
}
|
|
|
|
protected abstract string[] InputPortsName { get; }
|
|
protected abstract string[] OutputPortsName { get; }
|
|
|
|
string[] IConvertableToBlueprintNode.InputInterfacesName => InputPortsName;
|
|
|
|
string[] IConvertableToBlueprintNode.OutputInterfacesName => OutputPortsName;
|
|
|
|
BlueprintNodeAction IConvertableToBlueprintNode.MainExecution => InternalDraw;
|
|
|
|
/// <summary>
|
|
/// Set the size limit of current form
|
|
/// </summary>
|
|
/// <param name="minWidth">Minimum width of current form</param>
|
|
/// <param name="minHeight">Minimum height of current form</param>
|
|
/// <param name="maxWidth">Maximum width of current form</param>
|
|
/// <param name="maxHeight">Maximum height of current form</param>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
public abstract void SetSizeLimit(int minWidth, int minHeight, int maxWidth, int maxHeight);
|
|
|
|
internal abstract void CreateCanvas();
|
|
|
|
#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);
|
|
/// <summary>
|
|
/// Get <see cref="Uniform{T}"/>(T is <see cref="Matrix44"/>) 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.
|
|
/// </summary>
|
|
/// <param name="source">Shader using this camera</param>
|
|
/// <param name="name">Name of projection camera named in shader</param>
|
|
/// <returns>
|
|
/// <see cref="Uniform{T}"/>(T is <see cref="Matrix44"/>) representing
|
|
/// projection matrix in shader program.
|
|
/// </returns>
|
|
protected abstract Uniform<Matrix44> NativeCameraUniform(ShaderProgram source, string name);
|
|
#endregion
|
|
|
|
#region internal operation
|
|
internal abstract void InternalDraw(
|
|
in Dictionary<string, BlueprintPipeline> input,
|
|
in Dictionary<string, BlueprintPipeline> 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<string, BlueprintPipeline> input,
|
|
in Dictionary<string, BlueprintPipeline> 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
|
|
{
|
|
|
|
public int Height { get; set; }
|
|
public IntPtr Monitor { get; set; }
|
|
public string Name { get; set; }
|
|
public int Width { get; set; }
|
|
public (int x, int y, int z) UnitCubeSize { get; set; }
|
|
}
|
|
}
|