100 lines
2.4 KiB
C#
100 lines
2.4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
|
|
namespace Obi
|
|
{
|
|
public interface IRenderSystem
|
|
{
|
|
void Setup(); // build meshes, prepare render state, etc.
|
|
void Step(); // update constraints (currently only used by skinned cloth)
|
|
void Render(); // do the actual rendering.
|
|
|
|
void Dispose();
|
|
|
|
uint tier { get { return 1; } }
|
|
Oni.RenderingSystemType typeEnum { get; }
|
|
|
|
bool isEmpty { get; }
|
|
Type GetRendererType();
|
|
}
|
|
|
|
public class RendererSet<T> where T : ObiRenderer<T>
|
|
{
|
|
private List<T> list = new List<T>();
|
|
|
|
public T this[int i]
|
|
{
|
|
get { return list[i]; }
|
|
set { list[i] = value; }
|
|
}
|
|
|
|
public int Count
|
|
{
|
|
get { return list.Count; }
|
|
}
|
|
|
|
public bool AddRenderer(T renderer)
|
|
{
|
|
// Even though using a HashSet would keep us from checking for
|
|
// duplicates in O(n), the only way to iterate trough a set
|
|
// causes GC. Since we iterate trough renderers every frame,
|
|
// but we only add new renderers once in a blue moon,
|
|
// it's preferable to use a list instead.
|
|
|
|
if (!list.Contains(renderer))
|
|
{
|
|
list.Add(renderer);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public bool RemoveRenderer(T renderer)
|
|
{
|
|
return list.Remove(renderer);
|
|
}
|
|
|
|
public void RemoveAt(int i)
|
|
{
|
|
if (i >= 0 && i < list.Count)
|
|
list.RemoveAt(i);
|
|
}
|
|
|
|
public int IndexOf(T renderer)
|
|
{
|
|
return list.IndexOf(renderer);
|
|
}
|
|
|
|
public IReadOnlyList<T> AsReadOnly()
|
|
{
|
|
return list.AsReadOnly();
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
list.Clear();
|
|
}
|
|
}
|
|
|
|
public interface RenderSystem<T> : IRenderSystem where T : ObiRenderer<T>
|
|
{
|
|
RendererSet<T> renderers { get; }
|
|
|
|
Type IRenderSystem.GetRendererType() { return typeof(T); }
|
|
|
|
bool IRenderSystem.isEmpty
|
|
{
|
|
get { return renderers.Count == 0; }
|
|
}
|
|
|
|
public virtual bool AddRenderer(T renderer)
|
|
{
|
|
return renderers.AddRenderer(renderer);
|
|
}
|
|
public virtual bool RemoveRenderer(T renderer)
|
|
{
|
|
return renderers.RemoveRenderer(renderer);
|
|
}
|
|
}
|
|
}
|