20.09.2020
+ Instance Drawing + Text and Font ~ Made "DrawBackground" forced Background for 2D - DrawEmpty
This commit is contained in:
parent
acccf5f0e7
commit
c4a0847567
29 changed files with 365 additions and 85 deletions
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@ -4,7 +4,7 @@ using SM.OGL.Mesh;
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namespace SM.Base.Scene
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namespace SM.Base.Scene
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{
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{
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public class DrawingBasis : IShowItem
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public abstract class DrawingBasis : IShowItem
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{
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{
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protected Material _material = new Material();
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protected Material _material = new Material();
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protected Mesh _mesh = Plate.Object;
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protected Mesh _mesh = Plate.Object;
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@ -22,10 +22,9 @@ namespace SM.Base.Scene
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context.Mesh = _mesh;
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context.Mesh = _mesh;
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}
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}
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}
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}
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public class DrawingBasis<TTransformation> : DrawingBasis
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public abstract class DrawingBasis<TTransformation> : DrawingBasis
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where TTransformation : GenericTransformation, new()
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where TTransformation : GenericTransformation, new()
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{
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{
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public TTransformation Transform = new TTransformation();
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public TTransformation Transform = new TTransformation();
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}
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}
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}
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}
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@ -7,6 +7,5 @@ namespace SM.Base.Scene
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public interface IShader
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public interface IShader
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{
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{
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void Draw(DrawContext context);
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void Draw(DrawContext context);
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void DrawInstanced(DrawContext context, ICollection<Matrix4> instanceCollection);
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}
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}
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}
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}
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11
SMCode/SM.Base/Drawing/Instance.cs
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11
SMCode/SM.Base/Drawing/Instance.cs
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@ -0,0 +1,11 @@
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using OpenTK;
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namespace SM.Base.Scene
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{
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public struct Instance
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{
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public Matrix4 ModelMatrix;
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public Vector2 TexturePosition;
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public Vector2 TextureScale;
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}
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}
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@ -7,7 +7,7 @@ namespace SM.Base.Scene
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public class Material
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public class Material
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{
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{
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public TextureBase Texture;
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public TextureBase Texture;
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public Color4 Tint;
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public Color4 Tint = Color4.White;
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public IShader Shader = Shaders.Default;
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public IShader Shader = Shaders.Default;
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}
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}
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@ -47,13 +47,19 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Drawing\DrawingBasis.cs" />
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<Compile Include="Drawing\DrawingBasis.cs" />
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<Compile Include="Drawing\GenericTransformation.cs" />
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<Compile Include="Drawing\GenericTransformation.cs" />
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<Compile Include="Drawing\Instance.cs" />
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<Compile Include="Drawing\IShader.cs" />
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<Compile Include="Drawing\IShader.cs" />
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<Compile Include="Drawing\IShowCollection.cs" />
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<Compile Include="Scene\IShowCollection.cs" />
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<Compile Include="Drawing\IShowItem.cs" />
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<Compile Include="Scene\IShowItem.cs" />
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<Compile Include="Drawing\Material.cs" />
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<Compile Include="Drawing\Material.cs" />
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<Compile Include="Scene\IBackgroundItem.cs" />
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<Compile Include="Shader\InstanceShader.cs" />
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<Compile Include="Shader\InstanceShader.cs" />
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<Compile Include="Shader\Shaders.cs" />
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<Compile Include="Shader\Shaders.cs" />
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<Compile Include="Textures\Texture.cs" />
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<Compile Include="Textures\Texture.cs" />
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<Compile Include="Text\CharParameter.cs" />
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<Compile Include="Text\Font.cs" />
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<Compile Include="Text\FontCharStorage.cs" />
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<Compile Include="Text\TextDrawingBasis.cs" />
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<Compile Include="Types\Vector.cs" />
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<Compile Include="Types\Vector.cs" />
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<Compile Include="Types\Vector2.cs" />
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<Compile Include="Types\Vector2.cs" />
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<Compile Include="Types\Vector3.cs" />
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<Compile Include="Types\Vector3.cs" />
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@ -8,7 +8,7 @@ namespace SM.Base.Scene
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where TCamera : GenericCamera, new()
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where TCamera : GenericCamera, new()
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{
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{
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public IShowItem Background;
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protected IBackgroundItem _background;
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public List<IShowItem> HUD { get; } = new List<IShowItem>();
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public List<IShowItem> HUD { get; } = new List<IShowItem>();
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public List<IShowItem> Objects { get; } = new List<IShowItem>();
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public List<IShowItem> Objects { get; } = new List<IShowItem>();
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public TCamera Camera { get; set; }
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public TCamera Camera { get; set; }
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@ -21,7 +21,7 @@ namespace SM.Base.Scene
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DrawContext backgroundDrawContext = context;
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DrawContext backgroundDrawContext = context;
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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backgroundDrawContext.View = BackgroundCamera.CalculateViewMatrix();
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Background?.Draw(backgroundDrawContext);
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_background?.Draw(backgroundDrawContext);
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for(int i = 0; i < Objects.Count; i++)
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for(int i = 0; i < Objects.Count; i++)
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Objects[i].Draw(context);
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Objects[i].Draw(context);
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7
SMCode/SM.Base/Scene/IBackgroundItem.cs
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7
SMCode/SM.Base/Scene/IBackgroundItem.cs
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@ -0,0 +1,7 @@
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namespace SM.Base.Scene
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{
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public interface IBackgroundItem : IShowItem
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{
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}
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}
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@ -1,14 +1,17 @@
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#version 330
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#version 330
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#define maxInstances 32
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layout(location = 0) in vec3 aPos;
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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layout(location = 1) in vec2 aTex;
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uniform mat4 MVP;
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uniform mat4 MVP;
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uniform mat4 ModelMatrix;
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uniform mat4 ModelMatrix[maxInstances];
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uniform vec2 TextureOffset[maxInstances];
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uniform vec2 TextureScale[maxInstances];
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out vec2 vTexture;
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out vec2 vTexture;
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void main() {
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void main() {
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vTexture = aTex;
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vTexture = aTex * TextureScale[gl_InstanceID] + TextureOffset[gl_InstanceID];
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gl_Position = MVP * ModelMatrix * vec4(aPos, 1);
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gl_Position = MVP * ModelMatrix[gl_InstanceID] * vec4(aPos, 1);
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}
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}
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@ -13,26 +13,25 @@ namespace SM.Base.Shader
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{
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{
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protected override bool AutoCompile { get; } = true;
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protected override bool AutoCompile { get; } = true;
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public Action<UniformCollection, DrawContext> SetUniform;
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public Action<UniformCollection, DrawContext, int> SetUniformVertex;
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public Action<UniformCollection, DrawContext> SetUniformFragment;
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public InstanceShader(string vertex, string fragment, Action<UniformCollection, DrawContext> setUniform) : base(new ShaderFileCollection(vertex, fragment))
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public InstanceShader(string vertex, string fragment) : base(new ShaderFileCollection(vertex, fragment))
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{
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{
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SetUniform = setUniform;
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}
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}
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public void Draw(DrawContext context)
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public void Draw(DrawContext context)
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{
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{
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GL.UseProgram(this);
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GL.UseProgram(this);
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SetUniform.Invoke(Uniforms, context);
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Uniforms["MVP"].SetMatrix4(context.View * context.World);
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DrawObject(context.Mesh, true);
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for (int i = 0; i < context.Instances.Length; i++) SetUniformVertex?.Invoke(Uniforms, context, i);
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SetUniformFragment?.Invoke(Uniforms, context);
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DrawObject(context.Mesh, context.Instances.Length, true);
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GL.UseProgram(0);
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GL.UseProgram(0);
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}
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}
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public void DrawInstanced(DrawContext context, ICollection<Matrix4> instanceCollection)
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{
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throw new NotImplementedException();
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}
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}
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}
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}
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}
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@ -1,5 +1,6 @@
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using System.IO;
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using System.IO;
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using System.Reflection;
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using System.Reflection;
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using OpenTK.Graphics.OpenGL4;
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using SM.OGL.Shaders;
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using SM.OGL.Shaders;
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namespace SM.Base.Shader
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namespace SM.Base.Shader
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@ -7,13 +8,20 @@ namespace SM.Base.Shader
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public class Shaders
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public class Shaders
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{
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{
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public static InstanceShader Default = new InstanceShader(new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.vert")).ReadToEnd(),
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public static InstanceShader Default = new InstanceShader(new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.vert")).ReadToEnd(),
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new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.frag")).ReadToEnd(),
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new StreamReader(Assembly.GetExecutingAssembly().GetManifestResourceStream("SM.Base.Shader.Files.default.frag")).ReadToEnd())
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((u, context) =>
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{
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SetUniformFragment = (u, context) =>
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{
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{
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u["MVP"].SetMatrix4(context.View * context.World);
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u["ModelMatrix"].SetMatrix4(context.ModelMatrix);
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u["Tint"].SetUniform4(context.Material.Tint);
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u["Tint"].SetUniform4(context.Material.Tint);
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u["Texture"].SetTexture(context.Material.Texture, 0, u["UseTexture"]);
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u["Texture"].SetTexture(context.Material.Texture, 0, u["UseTexture"]);
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}));
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},
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SetUniformVertex = (u, context, i) =>
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{
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GL.UniformMatrix4(u["ModelMatrix"] + i, false, ref context.Instances[i].ModelMatrix);
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GL.Uniform2(u["TextureOffset"] + i, context.Instances[i].TexturePosition);
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GL.Uniform2(u["TextureScale"] + i, context.Instances[i].TextureScale);
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}
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};
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}
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}
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}
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}
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16
SMCode/SM.Base/Text/CharParameter.cs
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16
SMCode/SM.Base/Text/CharParameter.cs
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@ -0,0 +1,16 @@
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using System;
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using System.Configuration.Assemblies;
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using OpenTK;
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namespace SM.Data.Fonts
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{
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[Serializable]
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public class CharParameter
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{
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public int X;
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public float Width;
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public float RelativeX;
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public float RelativeWidth;
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}
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}
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95
SMCode/SM.Base/Text/Font.cs
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95
SMCode/SM.Base/Text/Font.cs
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@ -0,0 +1,95 @@
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Text;
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using System.Security.Policy;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Input;
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using SM.Data.Fonts;
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using SM.OGL.Texture;
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namespace SM.Base.Text
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{
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public class Font : TextureBase
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{
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public Dictionary<char, CharParameter> Positions = new Dictionary<char, CharParameter>();
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public override TextureMinFilter Filter { get; set; } = TextureMinFilter.Linear;
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public override TextureWrapMode WrapMode { get; set; } = TextureWrapMode.ClampToEdge;
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public FontFamily FontFamily;
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public FontStyle FontStyle = FontStyle.Regular;
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public float FontSize = 12;
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public ICollection<char> CharSet = FontCharStorage.SimpleUTF8;
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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 Bitmap Texture { get; private set; }
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public Font(string path)
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{
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PrivateFontCollection pfc = new PrivateFontCollection();
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pfc.AddFontFile(path);
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FontFamily = pfc.Families[0];
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}
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public Font(FontFamily font)
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{
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FontFamily = font;
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}
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public void RegenerateTexture()
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{
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Bitmap map = new Bitmap(1000,20);
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Width = 0;
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Height = 0;
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using (System.Drawing.Font f = new System.Drawing.Font(FontFamily, FontSize, FontStyle))
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{
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using (Graphics g = Graphics.FromImage(map))
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{
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g.Clear(Color.Transparent);
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foreach (char c in CharSet)
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{
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string s = c.ToString();
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SizeF size = g.MeasureString(s, f);
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try
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{
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Positions.Add(c, new CharParameter() { Width = size.Width, X = Width });
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}
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catch
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{
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// ignored
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}
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if (Height < size.Height) Height = (int)size.Height;
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Width += (int)size.Width;
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}
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}
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map = new Bitmap(Width, Height);
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using (Graphics g = Graphics.FromImage(map))
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{
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foreach (KeyValuePair<char, CharParameter> keyValuePair in Positions)
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{
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keyValuePair.Value.RelativeX = (keyValuePair.Value.X + 0.00001f) / Width;
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keyValuePair.Value.RelativeWidth = (keyValuePair.Value.Width) / Width;
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g.DrawString(keyValuePair.Key.ToString(), f, Brushes.White, keyValuePair.Value.X, 0);
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}
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}
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}
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Texture = map;
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_id = SM.Base.Textures.Texture.GenerateTexture(map, Filter, WrapMode);
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}
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protected override void Compile()
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{
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base.Compile();
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RegenerateTexture();
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}
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}
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}
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14
SMCode/SM.Base/Text/FontCharStorage.cs
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14
SMCode/SM.Base/Text/FontCharStorage.cs
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namespace SM.Data.Fonts
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{
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public class FontCharStorage
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{
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public static readonly char[] SimpleUTF8 = new char[]
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{
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'!', '"', '#', '$', '%', '&', '\'', '(', ')', '*', '+', ',', '-', '.', '/', '0', '1', '2', '3', '4', '5', '6',
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'7', '8', '9', ':', ';', '<', '=', '>', '?', '@', 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K',
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'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '[', '\\', ']', '^', '_', '`',
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'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u',
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'v', 'w', 'x', 'y', 'z', '{', '|', '}', '~'
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};
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}
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}
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83
SMCode/SM.Base/Text/TextDrawingBasis.cs
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83
SMCode/SM.Base/Text/TextDrawingBasis.cs
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using System;
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using OpenTK;
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using OpenTK.Graphics;
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using SM.Base.Contexts;
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using SM.Base.Scene;
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using SM.Data.Fonts;
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namespace SM.Base.Text
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{
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public abstract class TextDrawingBasis<TTransform> : DrawingBasis<TTransform>
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where TTransform : GenericTransformation, new()
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{
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protected Instance[] _modelMatrixs;
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protected string _text;
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public Font Font
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{
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get => (Font) _material.Texture;
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set
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{
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_material.Texture = value;
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GenerateMatrixes();
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}
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}
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public string Text
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{
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get => _text;
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set
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{
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_text = value;
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GenerateMatrixes();
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}
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}
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public Color4 Color
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{
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get => _material.Tint;
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set => _material.Tint = value;
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}
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|
|
||||||
|
protected TextDrawingBasis(Font font)
|
||||||
|
{
|
||||||
|
_material.Texture = font;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Draw(DrawContext context)
|
||||||
|
{
|
||||||
|
base.Draw(context);
|
||||||
|
if (_modelMatrixs == null) GenerateMatrixes();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void GenerateMatrixes()
|
||||||
|
{
|
||||||
|
if (!Font.WasCompiled) Font.RegenerateTexture();
|
||||||
|
|
||||||
|
_modelMatrixs = new Instance[_text.Length];
|
||||||
|
|
||||||
|
float x = 0;
|
||||||
|
for (var i = 0; i < _text.Length; i++)
|
||||||
|
{
|
||||||
|
CharParameter parameter;
|
||||||
|
try
|
||||||
|
{
|
||||||
|
parameter = Font.Positions[_text[i]];
|
||||||
|
}
|
||||||
|
catch
|
||||||
|
{
|
||||||
|
throw new Exception("Font doesn't contain '"+_text[i]+"'");
|
||||||
|
}
|
||||||
|
|
||||||
|
Matrix4 matrix = Matrix4.CreateScale(parameter.Width, Font.Height, 1) * Matrix4.CreateTranslation(x, 0, 0);
|
||||||
|
_modelMatrixs[i] = new Instance
|
||||||
|
{
|
||||||
|
ModelMatrix = matrix,
|
||||||
|
TexturePosition = new Vector2(parameter.RelativeX, 0),
|
||||||
|
TextureScale = new Vector2(parameter.RelativeWidth, 1)
|
||||||
|
};
|
||||||
|
x += parameter.Width;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -9,6 +9,7 @@ namespace SM.Base.Textures
|
||||||
public class Texture : TextureBase
|
public class Texture : TextureBase
|
||||||
{
|
{
|
||||||
public Bitmap Map;
|
public Bitmap Map;
|
||||||
|
public bool AutoDispose = false;
|
||||||
|
|
||||||
public Texture(Bitmap map) : this(map, TextureMinFilter.Linear, TextureWrapMode.Repeat) {}
|
public Texture(Bitmap map) : this(map, TextureMinFilter.Linear, TextureWrapMode.Repeat) {}
|
||||||
|
|
||||||
|
|
@ -23,13 +24,18 @@ namespace SM.Base.Textures
|
||||||
{
|
{
|
||||||
base.Compile();
|
base.Compile();
|
||||||
|
|
||||||
_id = GL.GenTexture();
|
_id = GenerateTexture(Map, Filter, WrapMode, AutoDispose);
|
||||||
GL.BindTexture(TextureTarget.Texture2D, _id);
|
}
|
||||||
|
|
||||||
BitmapData data = Map.LockBits(new Rectangle(0, 0, Map.Width, Map.Height), ImageLockMode.ReadOnly,
|
public static int GenerateTexture(Bitmap map, TextureMinFilter filter, TextureWrapMode wrapMode, bool dispose = false)
|
||||||
Map.PixelFormat);
|
{
|
||||||
|
int id = GL.GenTexture();
|
||||||
|
GL.BindTexture(TextureTarget.Texture2D, id);
|
||||||
|
|
||||||
bool transparenz = Map.PixelFormat == PixelFormat.Format32bppArgb;
|
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,
|
GL.TexImage2D(TextureTarget.Texture2D, 0,
|
||||||
transparenz ? PixelInternalFormat.Rgba : PixelInternalFormat.Rgb,
|
transparenz ? PixelInternalFormat.Rgba : PixelInternalFormat.Rgb,
|
||||||
|
|
@ -37,15 +43,19 @@ namespace SM.Base.Textures
|
||||||
transparenz ? OpenTK.Graphics.OpenGL4.PixelFormat.Bgra : OpenTK.Graphics.OpenGL4.PixelFormat.Bgr,
|
transparenz ? OpenTK.Graphics.OpenGL4.PixelFormat.Bgra : OpenTK.Graphics.OpenGL4.PixelFormat.Bgr,
|
||||||
PixelType.UnsignedByte, data.Scan0);
|
PixelType.UnsignedByte, data.Scan0);
|
||||||
|
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)Filter);
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)filter);
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)Filter);
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)filter);
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int) WrapMode);
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)wrapMode);
|
||||||
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int) WrapMode);
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)wrapMode);
|
||||||
|
|
||||||
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
|
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
|
||||||
|
|
||||||
GL.BindTexture(TextureTarget.Texture2D, 0);
|
GL.BindTexture(TextureTarget.Texture2D, 0);
|
||||||
Map.UnlockBits(data);
|
map.UnlockBits(data);
|
||||||
|
|
||||||
|
if (dispose) map.Dispose();
|
||||||
|
|
||||||
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
public static implicit operator Texture(Bitmap map) => new Texture(map);
|
public static implicit operator Texture(Bitmap map) => new Texture(map);
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,5 @@
|
||||||
using OpenTK;
|
using System.Collections.Generic;
|
||||||
|
using OpenTK;
|
||||||
using SM.Base.Scene;
|
using SM.Base.Scene;
|
||||||
using SM.OGL.Mesh;
|
using SM.OGL.Mesh;
|
||||||
|
|
||||||
|
|
@ -7,10 +8,11 @@ namespace SM.Base.Contexts
|
||||||
public struct DrawContext
|
public struct DrawContext
|
||||||
{
|
{
|
||||||
public bool ForceViewport;
|
public bool ForceViewport;
|
||||||
|
public bool Instancing;
|
||||||
|
|
||||||
public Matrix4 World;
|
public Matrix4 World;
|
||||||
public Matrix4 View;
|
public Matrix4 View;
|
||||||
public Matrix4 ModelMatrix;
|
public Instance[] Instances;
|
||||||
|
|
||||||
public Mesh Mesh;
|
public Mesh Mesh;
|
||||||
public Material Material;
|
public Material Material;
|
||||||
|
|
|
||||||
|
|
@ -39,7 +39,7 @@ namespace SM.Base
|
||||||
{
|
{
|
||||||
World = _viewportCamera.World,
|
World = _viewportCamera.World,
|
||||||
View = _viewportCamera.CalculateViewMatrix(),
|
View = _viewportCamera.CalculateViewMatrix(),
|
||||||
ModelMatrix = Matrix4.Identity,
|
Instances = new[] { new Instance {ModelMatrix = Matrix4.Identity, TexturePosition = Vector2.Zero, TextureScale = Vector2.One } },
|
||||||
Mesh = Plate.Object,
|
Mesh = Plate.Object,
|
||||||
ForceViewport = ForceViewportCamera,
|
ForceViewport = ForceViewportCamera,
|
||||||
WorldScale = WorldScale
|
WorldScale = WorldScale
|
||||||
|
|
|
||||||
|
|
@ -7,6 +7,8 @@ namespace SM.OGL
|
||||||
protected int _id = -1;
|
protected int _id = -1;
|
||||||
protected virtual bool AutoCompile { get; } = false;
|
protected virtual bool AutoCompile { get; } = false;
|
||||||
|
|
||||||
|
public bool WasCompiled => _id > 0;
|
||||||
|
|
||||||
public virtual int ID
|
public virtual int ID
|
||||||
{
|
{
|
||||||
get
|
get
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,8 @@ namespace SM.OGL.Shaders
|
||||||
string key = GL.GetActiveUniform(_id, i, out _, out _);
|
string key = GL.GetActiveUniform(_id, i, out _, out _);
|
||||||
int loc = GL.GetUniformLocation(_id, key);
|
int loc = GL.GetUniformLocation(_id, key);
|
||||||
|
|
||||||
if (key.StartsWith("[")) key = key.Split('[', ']')[0];
|
if (key.EndsWith("]"))
|
||||||
|
key = key.Split('[', ']')[0];
|
||||||
Uniforms.Add(key, loc);
|
Uniforms.Add(key, loc);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -47,10 +48,10 @@ namespace SM.OGL.Shaders
|
||||||
Load();
|
Load();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void DrawObject(Mesh.Mesh mesh, bool bindVAO = false)
|
public void DrawObject(Mesh.Mesh mesh, int amount, bool bindVAO = false)
|
||||||
{
|
{
|
||||||
if (bindVAO) GL.BindVertexArray(mesh);
|
if (bindVAO) GL.BindVertexArray(mesh);
|
||||||
GL.DrawArrays(mesh.PrimitiveType, 0, mesh.Vertex.Count);
|
GL.DrawArraysInstanced(mesh.PrimitiveType, 0, mesh.Vertex.Count, amount);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -181,5 +181,7 @@ namespace SM.OGL.Shaders
|
||||||
GL.BindTexture(TextureTarget.Texture2D, texture);
|
GL.BindTexture(TextureTarget.Texture2D, texture);
|
||||||
SetUniform1(texturePos);
|
SetUniform1(texturePos);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static implicit operator int(Uniform u) => u.Location;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -3,14 +3,17 @@ using OpenTK;
|
||||||
using OpenTK.Graphics;
|
using OpenTK.Graphics;
|
||||||
using SM.Base.Contexts;
|
using SM.Base.Contexts;
|
||||||
using SM.Base.Scene;
|
using SM.Base.Scene;
|
||||||
|
using SM.Base.StaticObjects;
|
||||||
using SM.Base.Textures;
|
using SM.Base.Textures;
|
||||||
using SM.OGL.Texture;
|
using SM.OGL.Texture;
|
||||||
using SM2D.Types;
|
using SM2D.Types;
|
||||||
|
|
||||||
namespace SM2D.Drawing
|
namespace SM2D.Drawing
|
||||||
{
|
{
|
||||||
public class DrawBackground : DrawingBasis
|
public class DrawBackground : IBackgroundItem
|
||||||
{
|
{
|
||||||
|
private Material _material = new Material();
|
||||||
|
|
||||||
public Color4 Color
|
public Color4 Color
|
||||||
{
|
{
|
||||||
get => _material.Tint;
|
get => _material.Tint;
|
||||||
|
|
@ -38,11 +41,17 @@ namespace SM2D.Drawing
|
||||||
Texture = (Texture) texture;
|
Texture = (Texture) texture;
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void Draw(DrawContext context)
|
public void Update(UpdateContext context)
|
||||||
{
|
{
|
||||||
ApplyContext(ref context);
|
throw new System.NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
context.ModelMatrix = Matrix4.CreateScale(context.WorldScale.X, context.WorldScale.Y, 1);
|
public void Draw(DrawContext context)
|
||||||
|
{
|
||||||
|
context.Material = _material;
|
||||||
|
context.Mesh = Plate.Object;
|
||||||
|
|
||||||
|
context.Instances[0].ModelMatrix = Matrix4.CreateScale(context.WorldScale.X, context.WorldScale.Y, 1);
|
||||||
_material.Shader.Draw(context);
|
_material.Shader.Draw(context);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,24 +0,0 @@
|
||||||
using OpenTK;
|
|
||||||
using SM.Base.Contexts;
|
|
||||||
using SM.Base.Scene;
|
|
||||||
using SM.Base.Shader;
|
|
||||||
using SM.Base.StaticObjects;
|
|
||||||
using SM.OGL.Mesh;
|
|
||||||
|
|
||||||
namespace SM2D.Drawing
|
|
||||||
{
|
|
||||||
public class DrawEmpty : IShowItem
|
|
||||||
{
|
|
||||||
public void Update(UpdateContext context)
|
|
||||||
{
|
|
||||||
throw new System.NotImplementedException();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Draw(DrawContext context)
|
|
||||||
{
|
|
||||||
context.ModelMatrix = Matrix4.CreateScale(100, 100, 1);
|
|
||||||
|
|
||||||
Shaders.Default.Draw(context);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
25
SMCode/SM2D/Drawing/DrawText.cs
Normal file
25
SMCode/SM2D/Drawing/DrawText.cs
Normal file
|
|
@ -0,0 +1,25 @@
|
||||||
|
using SM.Base.Contexts;
|
||||||
|
using SM.Base.Text;
|
||||||
|
using SM2D.Types;
|
||||||
|
|
||||||
|
namespace SM2D.Drawing
|
||||||
|
{
|
||||||
|
public class DrawText : TextDrawingBasis<Transformation>
|
||||||
|
{
|
||||||
|
public DrawText(Font font, string text) : base(font)
|
||||||
|
{
|
||||||
|
_text = text;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void Draw(DrawContext context)
|
||||||
|
{
|
||||||
|
base.Draw(context);
|
||||||
|
context.Instances = _modelMatrixs;
|
||||||
|
ApplyContext(ref context);
|
||||||
|
|
||||||
|
context.View = Transform.GetMatrix() * context.View;
|
||||||
|
|
||||||
|
_material.Shader.Draw(context);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
@ -44,7 +44,7 @@ namespace SM2D.Drawing
|
||||||
ApplyContext(ref context);
|
ApplyContext(ref context);
|
||||||
|
|
||||||
Transform.Size = new Vector2(Texture.Map.Width * MasterScale * Scale, Texture.Map.Height * MasterScale * Scale);
|
Transform.Size = new Vector2(Texture.Map.Width * MasterScale * Scale, Texture.Map.Height * MasterScale * Scale);
|
||||||
context.ModelMatrix = Transform.GetMatrix();
|
context.Instances[0].ModelMatrix = Transform.GetMatrix();
|
||||||
|
|
||||||
_material.Shader.Draw(context);
|
_material.Shader.Draw(context);
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -46,7 +46,7 @@
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Compile Include="Drawing\DrawBackground.cs" />
|
<Compile Include="Drawing\DrawBackground.cs" />
|
||||||
<Compile Include="Drawing\DrawEmpty.cs" />
|
<Compile Include="Drawing\DrawText.cs" />
|
||||||
<Compile Include="Drawing\DrawTexture.cs" />
|
<Compile Include="Drawing\DrawTexture.cs" />
|
||||||
<Compile Include="GLWindow2D.cs" />
|
<Compile Include="GLWindow2D.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
|
|
|
||||||
|
|
@ -1,9 +1,16 @@
|
||||||
using SM.Base.Scene;
|
using OpenTK.Graphics;
|
||||||
|
using SM.Base.Scene;
|
||||||
|
using SM2D.Drawing;
|
||||||
|
|
||||||
namespace SM2D.Scene
|
namespace SM2D.Scene
|
||||||
{
|
{
|
||||||
public class Scene : GenericScene<Camera>
|
public class Scene : GenericScene<Camera>
|
||||||
{
|
{
|
||||||
|
public DrawBackground Background => (DrawBackground)_background;
|
||||||
|
|
||||||
|
public Scene()
|
||||||
|
{
|
||||||
|
_background = new DrawBackground(Color4.Black);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -1,23 +1,25 @@
|
||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Drawing;
|
using System.Drawing;
|
||||||
using System.Linq;
|
|
||||||
using System.Text;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using OpenTK;
|
|
||||||
using OpenTK.Graphics;
|
using OpenTK.Graphics;
|
||||||
using SM.Base;
|
|
||||||
using SM2D;
|
using SM2D;
|
||||||
using SM2D.Drawing;
|
using SM2D.Drawing;
|
||||||
using SM2D.Scene;
|
using SM2D.Scene;
|
||||||
|
using Font = SM.Base.Text.Font;
|
||||||
|
using Vector2 = OpenTK.Vector2;
|
||||||
|
|
||||||
namespace SM_TEST
|
namespace SM_TEST
|
||||||
{
|
{
|
||||||
class Program
|
class Program
|
||||||
{
|
{
|
||||||
static Scene scene;
|
static Scene scene;
|
||||||
|
private static Font font;
|
||||||
static void Main(string[] args)
|
static void Main(string[] args)
|
||||||
{
|
{
|
||||||
|
font = new Font(@"C:\Windows\Fonts\Arial.ttf")
|
||||||
|
{
|
||||||
|
FontSize = 64
|
||||||
|
};
|
||||||
|
|
||||||
GLWindow2D window = new GLWindow2D {Scaling = new Vector2(0, 1000)};
|
GLWindow2D window = new GLWindow2D {Scaling = new Vector2(0, 1000)};
|
||||||
window.SetScene(scene = new Scene());
|
window.SetScene(scene = new Scene());
|
||||||
window.Load += WindowOnLoad;
|
window.Load += WindowOnLoad;
|
||||||
|
|
@ -26,13 +28,17 @@ namespace SM_TEST
|
||||||
|
|
||||||
private static void WindowOnLoad(object sender, EventArgs e)
|
private static void WindowOnLoad(object sender, EventArgs e)
|
||||||
{
|
{
|
||||||
|
|
||||||
scene.Objects.Add(new DrawTexture(new Bitmap("soldier_logo.png")));
|
scene.Objects.Add(new DrawTexture(new Bitmap("soldier_logo.png")));
|
||||||
scene.Objects.Add(new DrawTexture(new Bitmap("soldier_logo.png"))
|
scene.Objects.Add(new DrawTexture(new Bitmap("soldier_logo.png"))
|
||||||
{
|
{
|
||||||
Transform = { Position = new Vector2(100), Rotation = 45},
|
Transform = { Position = new Vector2(100), Rotation = 45},
|
||||||
});
|
});
|
||||||
scene.Background = new DrawBackground(Color4.Beige);
|
scene.Objects.Add(new DrawText(font, "Testing...")
|
||||||
|
{
|
||||||
|
Transform = {Size = new Vector2(1), Position = new SM.Base.Types.Vector2(0, -400)},
|
||||||
|
Color = Color4.Black
|
||||||
|
});
|
||||||
|
scene.Background.Color = Color4.Beige;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue