18.09.2020

+ Textures
~ Changed 2D coordnate system to lower right as XY+
This commit is contained in:
Michel Fedde 2020-09-19 15:04:04 +02:00
parent 589d131246
commit a603ecc417
26 changed files with 267 additions and 16 deletions

View file

@ -0,0 +1,28 @@
using SM.Base.Contexts;
using SM.Base.StaticObjects;
using SM.OGL.Mesh;
namespace SM.Base.Scene
{
public class DrawingBasis<TTransformation> : IShowItem
where TTransformation : GenericTransformation, new()
{
protected Material _material = new Material();
protected Mesh _mesh = Plate.Object;
public TTransformation Transform = new TTransformation();
public virtual void Update(UpdateContext context)
{
}
public virtual void Draw(DrawContext context)
{ }
protected void ApplyContext(ref DrawContext context)
{
context.Material = _material;
context.Mesh = _mesh;
}
}
}

View file

@ -0,0 +1,9 @@
using OpenTK;
namespace SM.Base.Scene
{
public abstract class GenericTransformation
{
public abstract Matrix4 GetMatrix();
}
}

View file

@ -0,0 +1,12 @@
using System.Collections.Generic;
using OpenTK;
using SM.Base.Contexts;
namespace SM.Base.Scene
{
public interface IShader
{
void Draw(DrawContext context);
void DrawInstanced(DrawContext context, ICollection<Matrix4> instanceCollection);
}
}

View file

@ -0,0 +1,14 @@
using OpenTK.Graphics;
using SM.Base.Shader;
using SM.OGL.Texture;
namespace SM.Base.Scene
{
public class Material
{
public TextureBase Texture;
public Color4 Tint;
public IShader Shader = Shaders.Default;
}
}

View file

@ -45,10 +45,15 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Scene\IShowCollection.cs" />
<Compile Include="Scene\IShowItem.cs" />
<Compile Include="Drawing\DrawingBasis.cs" />
<Compile Include="Drawing\GenericTransformation.cs" />
<Compile Include="Drawing\IShader.cs" />
<Compile Include="Drawing\IShowCollection.cs" />
<Compile Include="Drawing\IShowItem.cs" />
<Compile Include="Drawing\Material.cs" />
<Compile Include="Shader\InstanceShader.cs" />
<Compile Include="Shader\Shaders.cs" />
<Compile Include="Textures\Texture.cs" />
<Compile Include="Window\Contexts\DrawContext.cs" />
<Compile Include="Window\Contexts\UpdateContext.cs" />
<Compile Include="Window\GenericWindow.cs" />

View file

@ -1,8 +1,12 @@
#version 330
in vec2 vTexture;
uniform vec4 Tint;
uniform sampler2D Texture;
layout(location = 0) out vec4 color;
void main() {
color = vec4(1,1,1,1) + Tint;
color = Tint * texture(Texture, vTexture);
}

View file

@ -1,9 +1,14 @@
#version 330
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
uniform mat4 MVP;
uniform mat4 ModelMatrix;
out vec2 vTexture;
void main() {
vTexture = aTex;
gl_Position = MVP * ModelMatrix * vec4(aPos, 1);
}

View file

@ -1,20 +1,21 @@
using System;
using System.Collections.Generic;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.StaticObjects;
using SM.OGL.Shaders;
namespace SM.Base.Shader
{
public class InstanceShader : GenericShader
public class InstanceShader : GenericShader, IShader
{
protected override bool AutoCompile { get; } = true;
public Action<UniformCollection, DrawContext> SetUniform;
public InstanceShader(string vertex, string fragment, Action<UniformCollection, DrawContext> setUniform) : base(
new ShaderFileCollection(vertex, fragment))
public InstanceShader(string vertex, string fragment, Action<UniformCollection, DrawContext> setUniform) : base(new ShaderFileCollection(vertex, fragment))
{
SetUniform = setUniform;
}
@ -28,5 +29,10 @@ namespace SM.Base.Shader
GL.UseProgram(0);
}
public void DrawInstanced(DrawContext context, ICollection<Matrix4> instanceCollection)
{
throw new NotImplementedException();
}
}
}

View file

@ -12,7 +12,8 @@ namespace SM.Base.Shader
{
u["MVP"].SetMatrix4(context.View * context.World);
u["ModelMatrix"].SetMatrix4(context.ModelMatrix);
u["Tint"].SetUniform4(1,1,1,1);
u["Tint"].SetUniform4(context.Material.Tint);
u["Texture"].SetTexture(context.Material.Texture, 0);
}));
}
}

View file

@ -17,6 +17,16 @@ namespace SM.Base.StaticObjects
{0,0,0},
};
public override VBO UVs { get; } = new VBO(pointerSize: 2)
{
{0, 0},
{0, 1},
{1, 1},
{1, 0},
{0, 0},
{0, 0},
};
public override PrimitiveType PrimitiveType { get; } = PrimitiveType.Quads;
private Plate() {}

View file

@ -0,0 +1,51 @@
using System.Drawing;
using System.Drawing.Imaging;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Texture;
using PixelFormat = System.Drawing.Imaging.PixelFormat;
namespace SM.Base.Textures
{
public class Texture : TextureBase
{
public Bitmap Map;
public Texture(Bitmap map) : this(map, TextureMinFilter.Linear, TextureWrapMode.Repeat) {}
public Texture(Bitmap map, TextureMinFilter filter, TextureWrapMode wrapMode)
{
Map = map;
Filter = filter;
WrapMode = wrapMode;
}
protected override void Compile()
{
base.Compile();
_id = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _id);
BitmapData data = Map.LockBits(new Rectangle(0, 0, Map.Width, Map.Height), ImageLockMode.ReadOnly,
Map.PixelFormat);
bool transparenz = Map.PixelFormat == PixelFormat.Format32bppArgb;
GL.TexImage2D(TextureTarget.Texture2D, 0,
transparenz ? PixelInternalFormat.Rgba : PixelInternalFormat.Rgb,
data.Width, data.Height, 0,
transparenz ? OpenTK.Graphics.OpenGL4.PixelFormat.Bgra : OpenTK.Graphics.OpenGL4.PixelFormat.Bgr,
PixelType.UnsignedByte, data.Scan0);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)Filter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)Filter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) WrapMode);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) WrapMode);
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
GL.BindTexture(TextureTarget.Texture2D, 0);
Map.UnlockBits(data);
}
}
}

View file

@ -13,6 +13,6 @@ namespace SM.Base.Contexts
public Matrix4 ModelMatrix;
public Mesh Mesh;
public Material Material;
}
}

View file

@ -7,12 +7,24 @@ namespace SM.OGL.Mesh
{
public class VBO : List<float>
{
public BufferUsageHint BufferUsageHint = BufferUsageHint.StaticDraw;
public VertexAttribPointerType PointerType = VertexAttribPointerType.Float;
public int PointerSize = 3;
public bool Normalised = false;
public int PointerStride = 0;
public int PointerOffset = 0;
public BufferUsageHint BufferUsageHint;
public VertexAttribPointerType PointerType;
public int PointerSize;
public bool Normalised;
public int PointerStride;
public int PointerOffset;
public VBO(BufferUsageHint bufferUsageHint = BufferUsageHint.StaticDraw,
VertexAttribPointerType pointerType = VertexAttribPointerType.Float, int pointerSize = 3,
int pointerStride = 0, int pointerOffset = 0, bool normalised = false)
{
BufferUsageHint = bufferUsageHint;
PointerType = pointerType;
PointerSize = pointerSize;
PointerStride = pointerStride;
PointerOffset = pointerOffset;
Normalised = normalised;
}
public void Add(float x, float y) => AddRange(new[] {x,y});
public void Add(float x, float y, float z) => AddRange(new[] {x,y,z});

View file

@ -55,6 +55,7 @@
<Compile Include="Shaders\ShaderFile.cs" />
<Compile Include="Shaders\Uniform.cs" />
<Compile Include="Shaders\UniformCollection.cs" />
<Compile Include="Texture\TextureBase.cs" />
</ItemGroup>
<ItemGroup />
<ItemGroup>

View file

@ -30,6 +30,7 @@ namespace SM.OGL.Shaders
throw new Exception("[Critical] No uniforms has been found.");
Uniforms = new UniformCollection();
Uniforms._parentShader = this;
for (int i = 0; i < uniformCount; i++)
{
string key = GL.GetActiveUniform(_id, i, out _, out _);

View file

@ -1,6 +1,7 @@
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using SM.OGL.Texture;
namespace SM.OGL.Shaders
{
@ -160,5 +161,14 @@ namespace SM.OGL.Shaders
public void SetMatrix4(int count, float[] value, bool transpose = false) { GL.UniformMatrix4(Location, count, transpose, value); }
#endregion
public void SetTexture(TextureBase texture) => SetTexture(texture, Parent.NextTexture++);
public void SetTexture(TextureBase texture, int texturePos)
{
GL.ActiveTexture(TextureUnit.Texture0 + texturePos);
GL.BindTexture(TextureTarget.Texture2D, texture);
SetUniform1(texturePos);
}
}
}

View file

@ -6,6 +6,8 @@ namespace SM.OGL.Shaders
{
public class UniformCollection : Dictionary<string, Uniform>
{
internal int NextTexture = 0;
internal GenericShader _parentShader;
public new Uniform this[string key]

View file

@ -0,0 +1,13 @@
using OpenTK.Graphics.OpenGL4;
namespace SM.OGL.Texture
{
public class TextureBase : GLObject
{
protected override bool AutoCompile { get; } = true;
public override ObjectLabelIdentifier TypeIdentifier { get; } = ObjectLabelIdentifier.Texture;
public virtual TextureMinFilter Filter { get; set; }
public virtual TextureWrapMode WrapMode { get; set; }
}
}

View file

@ -0,0 +1,43 @@
using System.Drawing;
using OpenTK.Graphics;
using SM.Base.Contexts;
using SM.Base.Scene;
using SM.Base.Textures;
using SM2D.Types;
namespace SM2D.Drawing
{
public class DrawTexture : DrawingBasis<Transformation>
{
public Texture Texture
{
get => (Texture) _material.Texture;
set => _material.Texture = value;
}
public Color4 Tint
{
get => _material.Tint;
set => _material.Tint = value;
}
public DrawTexture(Bitmap map) : this(map, Color4.White)
{ }
public DrawTexture(Bitmap map, Color4 tint)
{
_material.Texture = new Texture(map);
_material.Tint = tint;
}
public override void Draw(DrawContext context)
{
base.Draw(context);
ApplyContext(ref context);
context.ModelMatrix = Transform.GetMatrix();
_material.Shader.Draw(context);
}
}
}

View file

@ -36,6 +36,7 @@
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
@ -45,10 +46,12 @@
</ItemGroup>
<ItemGroup>
<Compile Include="Drawing\DrawEmpty.cs" />
<Compile Include="Drawing\DrawTexture.cs" />
<Compile Include="GLWindow2D.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scene\Camera.cs" />
<Compile Include="Scene\Scene.cs" />
<Compile Include="Types\Transformation.cs" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\SM.Base\SM.Base.csproj">

View file

@ -16,7 +16,7 @@ namespace SM2D.Scene
public override void RecalculateWorld(float width, float height)
{
OrthographicWorld = Matrix4.CreateOrthographic(width, height, 0.1f, 100);
OrthographicWorld = Matrix4.CreateOrthographicOffCenter(-width / 2, width / 2, height / 2, -height / 2, 0.1f, 100);
}
}
}

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@ -0,0 +1,19 @@
using OpenTK;
using SM.Base.Scene;
namespace SM2D.Types
{
public class Transformation : GenericTransformation
{
public Vector2 Position;
public Vector2 Size = new Vector2(50);
public float Rotation;
public override Matrix4 GetMatrix()
{
return Matrix4.CreateScale(Size.X, Size.Y, 1) *
Matrix4.CreateRotationZ(MathHelper.DegreesToRadians(Rotation)) *
Matrix4.CreateTranslation(Position.X, Position.Y, 1);
}
}
}

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
@ -23,7 +24,7 @@ namespace SM_TEST
private static void WindowOnLoad(object sender, EventArgs e)
{
scene.Objects.Add(new DrawEmpty());
scene.Objects.Add(new DrawTexture(new Bitmap("draconier_logo.png")));
}
}
}

View file

@ -38,6 +38,7 @@
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />