mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2025-12-16 13:37:40 +08:00
OpenGL rendering hooked up. Better platform layer abstraction
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@ -1,110 +1,20 @@
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using System.Collections;
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using System;
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namespace Strawberry
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{
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public class Batcher
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public abstract class Batcher
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{
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static public int VertexSize => sizeof(Vertex);
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public abstract void Draw();
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private List<Batch> batchStack = new List<Batch>() ~ DeleteContainerAndItems!(_);
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private Batch top => batchStack.Count > 0 ? batchStack[batchStack.Count - 1] : null;
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protected abstract void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d);
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protected abstract void PushTri(Vertex a, Vertex b, Vertex c);
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private List<Vertex> vertices = new .() ~ delete _;
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private List<uint32> indices = new .() ~ delete _;
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private uint32 vaoID;
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private uint32 vertexBufferID;
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private uint32 indexBufferID;
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public this()
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public void Rect(float x, float y, float w, float h, Color color)
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{
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GL.glGenVertexArrays(1, &vaoID);
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GL.glBindVertexArray(vaoID);
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GL.glGenBuffers(1, &vertexBufferID);
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GL.glGenBuffers(1, &indexBufferID);
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GL.glBindVertexArray(0);
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PushQuad(.Shape(.(x, y), color), .Shape(.(x + w, y), color), .Shape(.(x + w, y + h), color), .Shape(.(x, y + h), color));
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}
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public ~this()
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public void Rect(Rect rect, Color color)
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{
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GL.glDeleteBuffers(1, &vertexBufferID);
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GL.glDeleteBuffers(1, &indexBufferID);
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GL.glDeleteVertexArrays(1, &vaoID);
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}
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public void Draw()
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{
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GL.glDisable(GL.GL_CULL_FACE);
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GL.glBindVertexArray(vaoID);
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GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferID);
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GL.glEnableVertexAttribArray(0);
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GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, Batcher.VertexSize, (void*)0);
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GL.glEnableVertexAttribArray(1);
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GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, Batcher.VertexSize, (void*)8);
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GL.glEnableVertexAttribArray(2);
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GL.glVertexAttribPointer(2, 4, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, Batcher.VertexSize, (void*)16);
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GL.glEnableVertexAttribArray(3);
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GL.glVertexAttribPointer(3, 3, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, Batcher.VertexSize, (void*)20);
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GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.Count * sizeof(Vertex), vertices.Ptr, GL.GL_DYNAMIC_DRAW);
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GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
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GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indices.Count * sizeof(uint32), indices.Ptr, GL.GL_DYNAMIC_DRAW);
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GL.glDrawElements(GL.GL_TRIANGLES, indices.Count, GL.GL_UNSIGNED_INT, (void*)0);
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GL.glBindVertexArray(0);
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vertices.Clear();
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indices.Clear();
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}
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public void PushQuad(Vector a, Vector b, Vector c, Vector d, Color color)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(Vertex.Shape(a, color));
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vertices.Add(Vertex.Shape(b, color));
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vertices.Add(Vertex.Shape(c, color));
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vertices.Add(Vertex.Shape(d, color));
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indices.Add(count + 0);
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indices.Add(count + 1);
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indices.Add(count + 2);
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indices.Add(count + 0);
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indices.Add(count + 2);
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indices.Add(count + 3);
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}
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private class Batch
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{
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uint32 bufferHandle;
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public this()
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{
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//GL.glGenBuffers(1, &bufferHandle);
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//GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bufferHandle);
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//GL.glDeleteBuffers(1, &bufferHandle);
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}
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}
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[Ordered, Packed, CRepr]
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private struct Vertex
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{
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public Vector Position;
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public Vector TexCoord;
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public Color Color;
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public (uint8, uint8, uint8) Mode;
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static public Vertex Shape(Vector pos, Color color)
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{
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Vertex v = Vertex();
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v.Position = pos;
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v.Color = color;
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v.Mode = (0, 0, 255);
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return v;
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}
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Rect(rect.X, rect.Y, rect.Width, rect.Height, color);
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}
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}
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}
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