mirror of
https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-28 16:58:56 +08:00
Simplifying PlatformLayer a bit. Setting up texture loading
This commit is contained in:
parent
1c084b55f9
commit
82f1f412eb
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@ -54,7 +54,7 @@ namespace Strawberry
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Directory.SetCurrentDirectory(exeDir);
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platformLayer.Init();
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Batcher = platformLayer.CreateBatcher();
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Batcher = new Batcher();
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VirtualInputs = new List<VirtualInput>();
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Input.[Friend]Init();
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@ -1,11 +1,88 @@
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using System.Collections;
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namespace Strawberry
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{
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public abstract class Batcher
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public class Batcher
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{
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public abstract void Draw();
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private List<Vertex> vertices = new .() ~ delete _;
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private List<uint32> indices = new .() ~ delete _;
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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 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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{
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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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}
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public ~this()
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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, sizeof(Vertex), (void*)0);
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GL.glEnableVertexAttribArray(1);
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GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, sizeof(Vertex), (void*)8);
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GL.glEnableVertexAttribArray(2);
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GL.glVertexAttribPointer(2, 4, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (void*)16);
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GL.glEnableVertexAttribArray(3);
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GL.glVertexAttribPointer(3, 3, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (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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protected void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(a);
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vertices.Add(b);
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vertices.Add(c);
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vertices.Add(d);
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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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protected void PushTri(Vertex a, Vertex b, Vertex c)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(a);
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vertices.Add(b);
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vertices.Add(c);
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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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}
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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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@ -23,7 +23,5 @@ namespace Strawberry
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//Graphics
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public abstract Texture LoadTexture(String path);
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public abstract Batcher CreateBatcher();
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public abstract Shader CreateShader(ShaderDef def);
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}
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}
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@ -1,88 +0,0 @@
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using System.Collections;
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using System;
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namespace Strawberry.SDL2
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{
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public class SDL2Batcher : Batcher
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{
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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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{
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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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}
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public ~this()
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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 override 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, sizeof(Vertex), (void*)0);
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GL.glEnableVertexAttribArray(1);
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GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, sizeof(Vertex), (void*)8);
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GL.glEnableVertexAttribArray(2);
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GL.glVertexAttribPointer(2, 4, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (void*)16);
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GL.glEnableVertexAttribArray(3);
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GL.glVertexAttribPointer(3, 3, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (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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protected override void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(a);
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vertices.Add(b);
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vertices.Add(c);
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vertices.Add(d);
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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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protected override void PushTri(Vertex a, Vertex b, Vertex c)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(a);
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vertices.Add(b);
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vertices.Add(c);
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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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}
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}
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}
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@ -1,52 +0,0 @@
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namespace Strawberry.SDL2
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{
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class SDL2Shader : Shader
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{
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public uint vertexHandle;
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public uint fragmentHandle;
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public this(ShaderDef def)
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: base(def)
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{
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IsValid = true;
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int32 logLen = 0;
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char8[1024] log;
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vertexHandle = GL.glCreateShader(GL.GL_VERTEX_SHADER);
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{
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int32 len = (int32)def.Vertex.Length;
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char8* data = def.Vertex.CStr();
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GL.glShaderSource(vertexHandle, 1, &data, &len);
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GL.glCompileShader(vertexHandle);
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GL.glGetShaderInfoLog(vertexHandle, 1024, &logLen, &log);
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if (logLen > 0)
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{
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Calc.Log(&log, logLen);
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IsValid = false;
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}
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}
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fragmentHandle = GL.glCreateShader(GL.GL_FRAGMENT_SHADER);
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{
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int32 len = (int32)def.Fragment.Length;
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char8* data = def.Fragment.CStr();
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GL.glShaderSource(fragmentHandle, 1, &data, &len);
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GL.glCompileShader(fragmentHandle);
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GL.glGetShaderInfoLog(fragmentHandle, 1024, &logLen, &log);
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if (logLen > 0)
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{
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Calc.Log(&log, logLen);
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IsValid = false;
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}
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}
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}
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public ~this()
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{
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GL.glDeleteShader(vertexHandle);
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GL.glDeleteShader(fragmentHandle);
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}
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}
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}
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@ -1,20 +0,0 @@
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namespace Strawberry.SDL2
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{
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class SDL2Texture : Texture
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{
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private uint32 handle;
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public this(int width, int height, uint8* pixels)
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: base(width, height, pixels)
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{
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GL.glGenTextures(1, &handle);
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GL.glBindTexture(GL.GL_TEXTURE_2D, handle);
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GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
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}
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public ~this()
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{
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GL.glDeleteTextures(1, &handle);
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}
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}
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}
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@ -10,7 +10,7 @@ namespace Strawberry.SDL2
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private SDL.Surface* screen;
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private SDL.Rect screenRect;
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private SDL.Renderer* renderer;
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private SDL2Shader shader;
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private Shader shader;
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private SDL.SDL_GameController*[] gamepads;
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private bool* keyboard;
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SDL.GL_SetSwapInterval(1);
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GL.Init(=> SdlGetProcAddress);
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shader = new SDL2Shader(String[2] (
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shader = new Shader(String[2] (
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// vertex shader
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"""
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#version 330
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public override Texture LoadTexture(String path)
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{
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var surface = SDLImage.Load(path);
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var tex = new SDL2Texture(surface.w, surface.h, (uint8*)surface.pixels);
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var tex = new Texture(surface.w, surface.h, (uint8*)surface.pixels);
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SDL.FreeSurface(surface);
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return tex;
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else
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return val / 32768f;
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}
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public override Batcher CreateBatcher()
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{
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return new SDL2Batcher();
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}
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public override Shader CreateShader(ShaderDef def)
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{
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return new SDL2Shader(def);
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}
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}
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}
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@ -1,12 +1,53 @@
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namespace Strawberry
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{
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public abstract class Shader
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class Shader
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{
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public bool IsValid { get; protected set; }
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public bool IsValid { get; private set; }
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public uint vertexHandle;
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public uint fragmentHandle;
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public this(ShaderDef def)
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{
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IsValid = true;
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int32 logLen = 0;
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char8[1024] log;
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vertexHandle = GL.glCreateShader(GL.GL_VERTEX_SHADER);
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{
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int32 len = (int32)def.Vertex.Length;
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char8* data = def.Vertex.CStr();
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GL.glShaderSource(vertexHandle, 1, &data, &len);
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GL.glCompileShader(vertexHandle);
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GL.glGetShaderInfoLog(vertexHandle, 1024, &logLen, &log);
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if (logLen > 0)
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{
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Calc.Log(&log, logLen);
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IsValid = false;
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}
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}
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fragmentHandle = GL.glCreateShader(GL.GL_FRAGMENT_SHADER);
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{
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int32 len = (int32)def.Fragment.Length;
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char8* data = def.Fragment.CStr();
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GL.glShaderSource(fragmentHandle, 1, &data, &len);
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GL.glCompileShader(fragmentHandle);
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GL.glGetShaderInfoLog(fragmentHandle, 1024, &logLen, &log);
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if (logLen > 0)
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{
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Calc.Log(&log, logLen);
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IsValid = false;
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}
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}
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}
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public ~this()
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{
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GL.glDeleteShader(vertexHandle);
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GL.glDeleteShader(fragmentHandle);
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}
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}
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}
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@ -1,14 +1,24 @@
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namespace Strawberry
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{
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public abstract class Texture
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public class Texture
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{
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public uint32 Handle { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public virtual this(int width, int height, uint8* pixels)
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public this(int width, int height, uint8* pixels)
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{
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Width = width;
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Height = height;
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GL.glGenTextures(1, &Handle);
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GL.glBindTexture(GL.GL_TEXTURE_2D, Handle);
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GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, pixels);
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}
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public ~this()
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{
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GL.glDeleteTextures(1, &Handle);
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}
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}
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}
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@ -88,7 +88,7 @@ namespace Strawberry
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static public void Log(StringView str, params Object[] args)
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{
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let string = Calc.[Friend]StringArgs(scope String(str), params args);
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let string = Calc.StringArgs(scope String(str), params args);
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Log(string);
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}
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