Setting up open gl stuff

This commit is contained in:
Matt Thorson 2020-08-03 22:02:05 -07:00
parent 823656d8e5
commit 1bf3c1a62f
8 changed files with 73 additions and 48 deletions

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@ -6,3 +6,7 @@ Name = "SampleGame"
TargetType = "BeefGUIApplication" TargetType = "BeefGUIApplication"
StartupObject = "Strawberry.Sample.Program" StartupObject = "Strawberry.Sample.Program"
DefaultNamespace = "Strawberry.Sample" DefaultNamespace = "Strawberry.Sample"
[[Project.DistinctOptions]]
Filter = ""
ReflectAlwaysInclude = "IncludeAll"

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@ -3,3 +3,9 @@ Projects = {SampleGame = {Path = "."}, Strawberry = {Path = ".."}, SDL2 = "*"}
[Workspace] [Workspace]
StartupProject = "SampleGame" StartupProject = "SampleGame"
[[Workspace.DistinctOptions]]
Filter = ""
[Configs.Debug.Win64]
Toolset = "LLVM"

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@ -6,8 +6,9 @@ namespace Strawberry.Sample
{ {
static public int Main(String[] args) static public int Main(String[] args)
{ {
SDL2PlatformLayer sdl = scope SDL2PlatformLayer(); let sdl = scope SDL2PlatformLayer();
let game = scope SampleGame(sdl); let game = scope SampleGame(sdl);
game.Run(); game.Run();
return 0; return 0;
} }

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@ -437,7 +437,7 @@ namespace Strawberry
public this(int w, int h) public this(int w, int h)
{ {
Texture = SDL.CreateTexture(Game.Renderer, (uint32)SDL.PIXELFORMAT_RGBA8888, (int32)SDL.TextureAccess.Streaming, (int32)w, (int32)h); //Texture = SDL.CreateTexture(Game.Renderer, (uint32)SDL.PIXELFORMAT_RGBA8888, (int32)SDL.TextureAccess.Streaming, (int32)w, (int32)h);
Width = w; Width = w;
Height = h; Height = h;

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@ -38,6 +38,7 @@ namespace Strawberry
: base() : base()
{ {
Game = this; Game = this;
PlatformLayer = platformLayer;
Title = windowTitle; Title = windowTitle;
Width = width; Width = width;

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@ -4,20 +4,19 @@ namespace Strawberry
public abstract class PlatformLayer public abstract class PlatformLayer
{ {
public abstract void Init(); public abstract void Init();
public abstract uint32 Tick(); // Returns milliseconds since last tick
public abstract bool Closed(); // If the game window has been closed
//Rendering
public abstract void RenderBegin(); public abstract void RenderBegin();
public abstract void RenderEnd(); public abstract void RenderEnd();
public abstract void UpdateInput();
//Input
public abstract void UpdateInput();
public abstract bool PollKey(Keys key); public abstract bool PollKey(Keys key);
public abstract bool CapsLock { get; } public abstract bool CapsLock { get; }
public abstract bool NumLock { get; } public abstract bool NumLock { get; }
public abstract bool PollGamepadButton(int gamepadID, Buttons button); public abstract bool PollGamepadButton(int gamepadID, Buttons button);
public abstract float PollGamepadAxis(int gamepadID, Axes axis); public abstract float PollGamepadAxis(int gamepadID, Axes axis);
// Returns milliseconds since last tick
public abstract uint32 Tick();
// If the game window has been closed
public abstract bool Closed();
} }
} }

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@ -6,10 +6,11 @@ namespace Strawberry
{ {
public class SDL2PlatformLayer : PlatformLayer public class SDL2PlatformLayer : PlatformLayer
{ {
private SDL.Rect screenRect;
private SDL.Window* window; private SDL.Window* window;
private SDL.Surface* screen; private SDL.Surface* screen;
private SDL.Rect screenRect;
private SDL.Renderer* renderer; private SDL.Renderer* renderer;
private SDL.SDL_GLContext glContext;
private SDL.SDL_GameController*[] gamepads; private SDL.SDL_GameController*[] gamepads;
private bool* keyboard; private bool* keyboard;
@ -35,19 +36,32 @@ namespace Strawberry
SDL.EventState(.JoyButtonUp, .Disable); SDL.EventState(.JoyButtonUp, .Disable);
SDL.EventState(.JoyDeviceAdded, .Disable); SDL.EventState(.JoyDeviceAdded, .Disable);
SDL.EventState(.JoyDeviceRemoved, .Disable); SDL.EventState(.JoyDeviceRemoved, .Disable);
window = SDL.CreateWindow(Game.Title, .Centered, .Centered, screenRect.w, screenRect.h, .Shown);
screenRect = SDL.Rect(0, 0, (int32)(Game.Width * Game.WindowScale), (int32)(Game.Height * Game.WindowScale));
renderer = SDL.CreateRenderer(window, -1, .Accelerated);
screen = SDL.GetWindowSurface(window);
SDLImage.Init(.PNG | .JPG);
SDLMixer.OpenAudio(44100, SDLMixer.MIX_DEFAULT_FORMAT, 2, 4096);
SDLTTF.Init();
keyboard = SDL.GetKeyboardState(null); //Graphics
gamepads = new SDL.SDL_GameController*[Game.GamepadLimit]; {
for (let i < gamepads.Count) window = SDL.CreateWindow(Game.Title, .Centered, .Centered, screenRect.w, screenRect.h, .Shown);
gamepads[i] = SDL.GameControllerOpen((int32)i); screenRect = SDL.Rect(0, 0, (int32)(Game.Width * Game.WindowScale), (int32)(Game.Height * Game.WindowScale));
renderer = SDL.CreateRenderer(window, -1, .Accelerated);
screen = SDL.GetWindowSurface(window);
SDLImage.Init(.PNG | .JPG);
SDLTTF.Init();
glContext = SDL.GL_CreateContext(window);
SDL.GL_SetSwapInterval(1);
}
//Audio
{
SDLMixer.OpenAudio(44100, SDLMixer.MIX_DEFAULT_FORMAT, 2, 4096);
}
//Input
{
keyboard = SDL.GetKeyboardState(null);
gamepads = new SDL.SDL_GameController*[Game.GamepadLimit];
for (let i < gamepads.Count)
gamepads[i] = SDL.GameControllerOpen((int32)i);
}
} }
public ~this() public ~this()

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@ -27,9 +27,9 @@ namespace Strawberry
static public void Rect(int x, int y, int w, int h, Color color) static public void Rect(int x, int y, int w, int h, Color color)
{ {
SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); //SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend);
SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); //SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A);
SDL.RenderFillRect(Game.Renderer, &SDL.Rect((int32)(x - Camera.X), (int32)(y - Camera.Y), (int32)w, (int32)h)); //SDL.RenderFillRect(Game.Renderer, &SDL.Rect((int32)(x - Camera.X), (int32)(y - Camera.Y), (int32)w, (int32)h));
} }
static public void Rect(Rect rect, Color color) static public void Rect(Rect rect, Color color)
@ -39,9 +39,9 @@ namespace Strawberry
static public void HollowRect(int x, int y, int w, int h, Color color) static public void HollowRect(int x, int y, int w, int h, Color color)
{ {
SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); //SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend);
SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); //SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A);
SDL.RenderDrawRect(Game.Renderer, &SDL.Rect((int32)(x - Camera.X), (int32)(y - Camera.Y), (int32)w, (int32)h)); //SDL.RenderDrawRect(Game.Renderer, &SDL.Rect((int32)(x - Camera.X), (int32)(y - Camera.Y), (int32)w, (int32)h));
} }
static public void HollowRect(Rect rect, Color color) static public void HollowRect(Rect rect, Color color)
@ -54,9 +54,9 @@ namespace Strawberry
let fromn = (Point)(from - Camera); let fromn = (Point)(from - Camera);
let ton = (Point)(to - Camera); let ton = (Point)(to - Camera);
SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); //SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend);
SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); //SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A);
SDL.RenderDrawLine(Game.Renderer, (int32)fromn.X, (int32)fromn.Y, (int32)ton.X, (int32)ton.Y); //SDL.RenderDrawLine(Game.Renderer, (int32)fromn.X, (int32)fromn.Y, (int32)ton.X, (int32)ton.Y);
} }
static public void Circle(Point at, float radius, Color color, int steps = 16) static public void Circle(Point at, float radius, Color color, int steps = 16)
@ -76,9 +76,9 @@ namespace Strawberry
); );
} }
SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend); //SDL.SetRenderDrawBlendMode(Game.Renderer, .Blend);
SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); //SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A);
SDL.RenderDrawLines(Game.Renderer, &points[0], (int32)steps + 1); //SDL.RenderDrawLines(Game.Renderer, &points[0], (int32)steps + 1);
} }
static public void Sprite(Sprite sprite, int frame, Point position) static public void Sprite(Sprite sprite, int frame, Point position)
@ -86,8 +86,8 @@ namespace Strawberry
SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height); SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height);
SDL.Rect dst = Strawberry.Rect(position.X - Camera.X, position.Y - Camera.Y, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - Camera.X, position.Y - Camera.Y, sprite.Width, sprite.Height);
SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); //SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend);
SDL.RenderCopy(Game.Renderer, sprite[frame].Texture, &src, &dst); //SDL.RenderCopy(Game.Renderer, sprite[frame].Texture, &src, &dst);
} }
static public void Sprite(Sprite sprite, int frame, Point position, Point origin) static public void Sprite(Sprite sprite, int frame, Point position, Point origin)
@ -96,8 +96,8 @@ namespace Strawberry
SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height); SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height);
SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height);
SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); //SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend);
SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, 0, &cnt, .None); //SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, 0, &cnt, .None);
} }
static public void Sprite(Sprite sprite, int frame, Point position, Point origin, float rotation) static public void Sprite(Sprite sprite, int frame, Point position, Point origin, float rotation)
@ -106,8 +106,8 @@ namespace Strawberry
SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height); SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height);
SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height);
SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); //SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend);
SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, rotation, &cnt, .None); //SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, rotation, &cnt, .None);
} }
static public void SpriteCentered(Sprite sprite, int frame, Point position) static public void SpriteCentered(Sprite sprite, int frame, Point position)
@ -117,8 +117,8 @@ namespace Strawberry
SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height); SDL.Rect src = Strawberry.Rect(0, 0, sprite.Width, sprite.Height);
SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height);
SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); //SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend);
SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, 0, &cnt, .None); //SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, 0, &cnt, .None);
} }
static public void SpriteCentered(Sprite sprite, int frame, Point position, Color color) static public void SpriteCentered(Sprite sprite, int frame, Point position, Color color)
@ -131,7 +131,7 @@ namespace Strawberry
SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend);
SDL.SetTextureColorMod(sprite[frame].Texture, color.R, color.G, color.B); SDL.SetTextureColorMod(sprite[frame].Texture, color.R, color.G, color.B);
SDL.SetTextureAlphaMod(sprite[frame].Texture, color.A); SDL.SetTextureAlphaMod(sprite[frame].Texture, color.A);
SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, 0, &cnt, .None); //SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, 0, &cnt, .None);
} }
static public void SpriteCentered(Sprite sprite, int frame, Point position, float rotation) static public void SpriteCentered(Sprite sprite, int frame, Point position, float rotation)
@ -142,20 +142,20 @@ namespace Strawberry
SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height); SDL.Rect dst = Strawberry.Rect(position.X - origin.X - Camera.X, position.Y - origin.Y - Camera.Y, sprite.Width, sprite.Height);
SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend); SDL.SetTextureBlendMode(sprite[frame].Texture, .Blend);
SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, rotation, &cnt, .None); //SDL.RenderCopyEx(Game.Renderer, sprite[frame].Texture, &src, &dst, rotation, &cnt, .None);
} }
static public void Text(SDL2.SDLTTF.Font* font, String text, Point position, Color color) static public void Text(SDL2.SDLTTF.Font* font, String text, Point position, Color color)
{ {
SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A); //SDL.SetRenderDrawColor(Game.Renderer, color.R, color.G, color.B, color.A);
let surface = SDLTTF.RenderUTF8_Solid(font, text, color); let surface = SDLTTF.RenderUTF8_Solid(font, text, color);
let texture = SDL.CreateTextureFromSurface(Game.Renderer, surface); //let texture = SDL.CreateTextureFromSurface(Game.Renderer, surface);
SDL.Rect srcRect = .(0, 0, surface.w, surface.h); SDL.Rect srcRect = .(0, 0, surface.w, surface.h);
SDL.Rect destRect = .((int32)position.X, (int32)position.Y, surface.w, surface.h); SDL.Rect destRect = .((int32)position.X, (int32)position.Y, surface.w, surface.h);
SDL.RenderCopy(Game.Renderer, texture, &srcRect, &destRect); //SDL.RenderCopy(Game.Renderer, texture, &srcRect, &destRect);
SDL.FreeSurface(surface); SDL.FreeSurface(surface);
SDL.DestroyTexture(texture); //SDL.DestroyTexture(texture);
} }
} }
} }