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stgsharp/源代码/StgSharp/Graphics/RenderStream.cs
T

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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.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 Camera nativeCamera;
private ViewPort primeArgs;
internal TimeSpanProvider timeProvider;
public RenderStream(ViewPort v, (int, int, int) unitCubeSize)
{
if (v == null)
{
throw new ArgumentNullException(nameof(v));
}
primeArgs = v;
_coordStretch = unitCubeSize;
nativeCamera = new Camera();
}
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 string[] InputInterfacesName => InputPortsName;
public string[] OutputInterfacesName => OutputPortsName;
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 => primeArgs;
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 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;
}
/// <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);
public static TTarget ShareContextWith<TSource, TTarget>(TSource source)
where TSource : RenderStream
where TTarget : RenderStream
{
#nullable enable
TTarget? target = Activator.CreateInstance(typeof(TTarget), source.primeArgs, source._coordStretch) as TTarget;
#nullable restore
if (target == null)
{
throw new InvalidOperationException(
$"Failed in creating a new {typeof(TTarget).Name} instance when calling ShareContextWith."
);
}
target.timeProvider = source.timeProvider;
target.InternalInit();
return target;
}
public void ExecuteMain(in Dictionary<string, BlueprintPipeline> input, in Dictionary<string, BlueprintPipeline> output)
{
InternalDraw(in input, in output);
}
internal protected static void PollEvents()
{
InternalIO.glfwPollEvents();
}
internal protected 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);
/// <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">ContextName 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);
#endregion
#region public resource generator
protected abstract Shader CreateShaderSegment(ShaderType type, int count);
protected abstract ShaderProgram CreateShaderProgram();
#endregion
}
}