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https://github.com/MaddyThorson/StrawberryBF.git
synced 2024-11-25 16:18:56 +08:00
Very basic rendering
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parent
637dcb21a3
commit
c53bc96a5d
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@ -157,7 +157,7 @@ namespace Strawberry
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private void Render()
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{
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PlatformLayer.RenderBegin();
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Draw();
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//Draw();
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PlatformLayer.RenderEnd();
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}
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@ -8,9 +8,29 @@ namespace Strawberry
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Batch top => batchStack.Count > 0 ? batchStack[batchStack.Count - 1] : null;
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public void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d)
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{
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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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List<Vertex> Vertices;
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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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private struct Vertex
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{
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public Vector Position;
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public Color Color;
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}
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}
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}
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@ -11,11 +11,13 @@ namespace Strawberry
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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 SDL.SDL_GLContext glContext;
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private uint glProgram;
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private uint glVertexShader;
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private SDL.SDL_GameController*[] gamepads;
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private bool* keyboard;
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private uint32 vertexArray;
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private uint32 vertexbuffer;
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private SDL.SDL_GLContext glContext;
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private uint glProgram;
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public override void Init()
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{
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@ -57,7 +59,7 @@ namespace Strawberry
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// vertex shader
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"""
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#version 330
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uniform mat4 u_matrix;
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uniform mat3x2 u_matrix;
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layout(location=0) in vec2 a_position;
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layout(location=1) in vec2 a_tex;
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layout(location=2) in vec4 a_color;
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@ -102,6 +104,19 @@ namespace Strawberry
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GL.glGetProgramInfoLog(glProgram, 1024, &logLen, &log);
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if (logLen > 0)
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Calc.Log(&log, logLen);
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GL.glGenVertexArrays(1, &vertexArray);
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GL.glBindVertexArray(vertexArray);
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float[?] g_vertex_buffer_data = .(
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-1.0f, -1.0f,
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1.0f, -1.0f,
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0.0f, 1.0f,
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);
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GL.glGenBuffers(1, &vertexbuffer);
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GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexbuffer);
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GL.glBufferData(GL.GL_ARRAY_BUFFER, sizeof(float[6]), &g_vertex_buffer_data, GL.GL_STATIC_DRAW);
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}
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//Audio
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@ -146,11 +161,24 @@ namespace Strawberry
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{
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GL.glClearColor(Game.ClearColor.Rf, Game.ClearColor.Gf, Game.ClearColor.Bf, Game.ClearColor.Af);
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GL.glClear(GL.GL_COLOR_BUFFER_BIT);
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GL.glCreateProgram();
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GL.glUseProgram(glProgram);
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int loc = GL.glGetUniformLocation(glProgram, "u_matrix");
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Matrix mat = Matrix.Identity;
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GL.glUniformMatrix3x2fv(loc, 1, GL.GL_FALSE, &mat.Values);
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GL.glEnableVertexAttribArray(0);
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GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexbuffer);
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GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, 0, (void*)0 );
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// Draw the triangle !
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GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3); // Starting from vertex 0; 3 vertices total -> 1 triangle
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GL.glDisableVertexAttribArray(0);
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}
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public override void RenderEnd()
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{
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GL.glUseProgram(0);
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GL.glFlush();
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SDL.GL_SwapWindow(window);
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}
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@ -13,22 +13,48 @@ namespace Strawberry
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{
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static public readonly Matrix Identity = Matrix(1, 0, 0, 1, 0, 0);
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// Row--vv--Column
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public float M11;
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public float M12;
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public float M21;
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public float M22;
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public float M31;
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public float M32;
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public float[6] Values = .(0, 0, 0, 0, 0, 0);
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public this(float m11, float m12, float m21, float m22, float m31, float m32)
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{
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M11 = m11;
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M12 = m12;
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M21 = m21;
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M22 = m22;
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M31 = m31;
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M32 = m32;
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Values = .(m11, m12, m21, m22, m31, m32);
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}
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// Row--vv--Column
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public float M11
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{
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get => Values[0];
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set mut => Values[0] = value;
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}
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public float M12
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{
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get => Values[1];
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set mut => Values[1] = value;
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}
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public float M21
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{
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get => Values[2];
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set mut => Values[2] = value;
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}
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public float M22
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{
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get => Values[3];
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set mut => Values[3] = value;
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}
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public float M31
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{
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get => Values[4];
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set mut => Values[4] = value;
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}
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public float M32
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{
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get => Values[5];
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set mut => Values[5] = value;
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}
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public bool IsIdentity
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