mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added Renderer2D and 2D Example
This commit is contained in:
@@ -0,0 +1,300 @@
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using GlitchyEngine.Math;
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using System.Collections;
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using System;
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using System.Diagnostics;
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namespace GlitchyEngine.Renderer
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{
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using internal GlitchyEngine.Renderer;
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public class Renderer2D
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{
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struct RenderVertex : IVertexData
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{
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public Vector2 Position;
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public this(Vector2 position)
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{
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Position = position;
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}
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public this(float x, float y)
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{
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Position = .(x, y);
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}
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public static VertexElement[] VertexElements ~ delete _;
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public static VertexElement[] IVertexData.VertexElements => VertexElements;
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static this()
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{
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VertexElements = new VertexElement[]
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(
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VertexElement(.R32G32_Float, "POSITION")
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);
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}
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}
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[Ordered]
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struct BatchVertex
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{
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public Matrix Transform;
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public Color Color;
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public this(Matrix transform, Color color)
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{
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Transform = transform;
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Color = color;
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}
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}
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private GraphicsContext _context ~ _?.ReleaseRef();
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private Vector2 _virtualResolution;
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private Effect quadEffect ~ _?.ReleaseRef();
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private VertexLayout layout ~ delete _;
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private GeometryBinding quadBinding ~ _?.ReleaseRef();
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private Effect instancingEffect ~ _?.ReleaseRef();
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private VertexLayout instancingLayout ~ delete _;
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private GeometryBinding instancingBinding ~ _?.ReleaseRef();
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private VertexBuffer instanceBuffer ~ _?.ReleaseRef();
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private BatchVertex[] _rawInstances = new BatchVertex[1024] ~ delete _;
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private uint32 _setInstances = 0;
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public this(GraphicsContext context, EffectLibrary effectLibrary)
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{
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_context = context..AddRef();
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Init(effectLibrary);
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InitInstancing(effectLibrary);
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}
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void Init(EffectLibrary effectLibrary)
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{
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quadEffect = effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
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layout = new VertexLayout(_context, RenderVertex.VertexElements, quadEffect.VertexShader);
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VertexBuffer quadVertices = new VertexBuffer(_context, typeof(RenderVertex), 4, .Immutable);
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RenderVertex[4] vertices = .(
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.(0, 0),
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.(0, 1),
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.(1, 1),
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.(1, 0)
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);
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quadVertices.SetData(vertices);
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IndexBuffer quadIndices = new IndexBuffer(_context, 6, .Immutable);
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uint16[6] indices = .(
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0, 1, 2,
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2, 3, 0
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);
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quadIndices.SetData(indices);
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quadBinding = new GeometryBinding(_context);
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quadBinding.SetVertexLayout(layout);
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quadBinding.SetPrimitiveTopology(.TriangleList);
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quadBinding.SetVertexBufferSlot(quadVertices, 0);
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quadBinding.SetIndexBuffer(quadIndices);
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quadVertices.ReleaseRef();
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quadIndices.ReleaseRef();
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}
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void InitInstancing(EffectLibrary effectLibrary)
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{
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instancingEffect = effectLibrary.Load("content\\Shaders\\render2dShaderInst.hlsl", "Renderer2DInstancing");
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instanceBuffer = new VertexBuffer(_context, typeof(BatchVertex), 1024, .Dynamic, .Write);
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instanceBuffer.SetData(0);
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VertexElement[] vertexElements = scope .(
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VertexElement(.R32G32_Float, "POSITION", 0, 0, 0, .PerVertexData, 0),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 0, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 1, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 2, 1, (.)-1, .PerInstanceData, 1),
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VertexElement(.R32G32B32A32_Float, "TRANSFORM", 3, 1, (.)-1, .PerInstanceData, 1),
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VertexElement( .R8G8B8A8_UNorm, "COLOR", 0, 1, (.)-1, .PerInstanceData, 1)
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);
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instancingLayout = new VertexLayout(_context, vertexElements, instancingEffect.VertexShader);
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instancingBinding = new GeometryBinding(_context);
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instancingBinding.SetVertexLayout(instancingLayout);
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instancingBinding.SetPrimitiveTopology(.TriangleList);
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instancingBinding.SetVertexBufferSlot(quadBinding.GetVertexBuffer(0), 0);
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instancingBinding.SetVertexBufferSlot(instanceBuffer, 1);
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instancingBinding.SetIndexBuffer(quadBinding.GetIndexBuffer(), 0);
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}
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Matrix _projection;
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DrawOrder _drawOrder;
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enum DrawOrder
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{
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/// Immediately draw the sprites.
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Immediate,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites by their texture.
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*/
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SortByTexture,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the backmost will be drawn first and the frontmost last.
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*/
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BackToFront,
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/**
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* Deferres rendering until the call of End().
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* Sorts the sprites so that the frontmost will be drawn first and the backmost last.
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*/
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FrontToBack
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}
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/**
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* Initializes the renderer.
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* @param drawOrder Determines if and how the sprites will be ordered before rendering.
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* @param virtualResolution The virtual resolution used for rendering.
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* Can be used to draw resolution independent stuff. // TODO: find a better explanation
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*/ // TODO: RenderMode (Immediate, Deferred)
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public void Begin(DrawOrder drawOrder = .SortByTexture, Vector2 virtualResolution = .Zero, float maxDepth = 100)
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{
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_drawOrder = drawOrder;
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_virtualResolution = virtualResolution;
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if(virtualResolution == .Zero)
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{
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_virtualResolution = .(_context.SwapChain.BackbufferViewport.Width, _context.SwapChain.BackbufferViewport.Height);
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}
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_projection = .(2.0f / _virtualResolution.X, 0, 0, 0,
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0, -2.0f / _virtualResolution.Y, 0, 0,
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0, 0, 1.0f / maxDepth, 0,
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-1, 1, 0, 1);
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}
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struct QueuedQuad: this(Matrix Transform, Color Color, Texture2D Texture, float Depth) { }
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List<QueuedQuad> _quads = new .(128) ~ delete _;
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public void Draw(Texture2D texture, float x, float y, float width, float height, Color color = .White, float depth = 0.0f)
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{
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Matrix transform = .(width, 0, 0, 0,
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0, height, 0, 0,
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0, 0, 1, 0,
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x, y, depth, 1) * _projection;
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if(_drawOrder == .Immediate)
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{
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texture.Bind();
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quadEffect.Variables["World"].SetData(transform);
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quadEffect.Variables["Color"].SetData(color);
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quadEffect.Variables["HasTexture"].SetData(true);
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quadEffect.Bind(_context);
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quadBinding.Bind(_context);
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RenderCommand.DrawIndexed(quadBinding);
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}
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else
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{
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_quads.Add(.(transform, color, texture, depth));
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}
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}
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public void End()
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{
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if(_drawOrder != .Immediate)
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{
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DrawDeferred();
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}
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}
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void FlushInstances()
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{
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if(_setInstances == 0)
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return;
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instanceBuffer.SetData<BatchVertex>(_rawInstances.Ptr, _setInstances, 0, .WriteDiscard);
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instancingEffect.Bind(_context);
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instancingBinding.InstanceCount = _setInstances;
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instancingBinding.Bind(_context);
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RenderCommand.DrawIndexedInstanced(instancingBinding);
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_setInstances = 0;
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}
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int TextureComparison(QueuedQuad lhs, QueuedQuad rhs)
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{
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return (int)Internal.UnsafeCastToPtr(lhs.Texture) - (int)Internal.UnsafeCastToPtr(rhs.Texture);
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}
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int FrontToBackComparison(QueuedQuad lhs, QueuedQuad rhs)
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{
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return rhs.Depth <=> lhs.Depth;
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}
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int BackToFrontComparison(QueuedQuad lhs, QueuedQuad rhs)
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{
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return lhs.Depth <=> rhs.Depth;
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}
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private void SortQuads()
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{
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switch(_drawOrder)
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{
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case .SortByTexture:
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_quads.Sort(scope => TextureComparison);
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case .BackToFront:
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_quads.Sort(scope => BackToFrontComparison);
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case .FrontToBack:
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_quads.Sort(scope => FrontToBackComparison);
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default:
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}
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}
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private void DrawDeferred()
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{
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if(_quads.Count == 0)
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return;
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SortQuads();
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Texture2D texture = _quads[0].Texture;
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texture.Bind();
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_setInstances = 0;
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for(int i < _quads.Count)
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{
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var quad = ref _quads[i];
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// flush every time the texture changes
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if(quad.Texture != texture)
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{
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FlushInstances();
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texture = quad.Texture;
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texture.Bind();
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}
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_rawInstances[_setInstances++] = .(quad.Transform, quad.Color);
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}
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FlushInstances();
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_quads.Clear();
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Debug.Assert(_quads.Count == 0);
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}
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}
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}
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@@ -5,6 +5,7 @@ Dependencies = {GlitchyEngine = "*", corlib = "*", LodePng = "*"}
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Name = "Sandbox"
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TargetType = "BeefGUIApplication"
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StartupObject = "GlitchyEngine.Program"
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ProcessorMacros = ["SANDBOX_2D"]
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[Configs.Debug.Win64]
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CLibType = "DynamicDebug"
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@@ -0,0 +1,44 @@
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cbuffer Constants : register(b0)
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{
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float3x3 World;
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float4 Color;
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bool HasTexture;
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};
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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struct VS_Input
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{
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float2 Position : POSITION;
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};
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struct PS_Input
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD;
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};
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PS_Input VS(VS_Input input)
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{
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PS_Input output;
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output.TexCoord = input.Position;
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output.Position = float4(mul(float3(input.Position, 1.0f), World), 1.0f);
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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{
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float4 color = Color;
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if(HasTexture)
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{
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color *= Texture.Sample(Sampler, input.TexCoord);
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}
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return color;
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}
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#effect[VS=VS, PS=PS]
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@@ -0,0 +1,36 @@
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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struct VS_Input
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{
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float2 Position : POSITION;
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float4x4 Tranform : TRANSFORM;
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float4 Color : COLOR;
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};
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struct PS_Input
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float4 Color : COLOR;
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};
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PS_Input VS(VS_Input input)
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{
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PS_Input output;
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output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform);
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output.TexCoord = input.Position;
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output.Color = input.Color;
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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{
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float4 color = input.Color * Texture.Sample(Sampler, input.TexCoord);
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return color;
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}
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#effect[VS=VS, PS=PS]
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@@ -338,7 +338,9 @@ namespace Sandbox
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PushLayer(new ExampleLayer());
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}
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#if !SANDBOX_2D
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[Export, LinkName("CreateApplication")]
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#endif
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public static Application CreateApplication()
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{
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return new SandboxApp();
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@@ -0,0 +1,309 @@
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using System;
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using GlitchyEngine;
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using GlitchyEngine.Events;
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using System.Diagnostics;
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using GlitchLog;
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using GlitchyEngine.ImGui;
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using ImGui;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine.World;
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namespace Sandbox
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{
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class ExampleLayer2D : Layer
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{
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struct Vertexy : IVertexData
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{
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public Vector2 Position;
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public this(Vector2 position)
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{
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Position = position;
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}
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public this(float x, float y)
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{
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Position = .(x, y);
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}
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public static VertexElement[] VertexElements ~ delete _;
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public static VertexElement[] IVertexData.VertexElements => VertexElements;
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static this()
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{
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VertexElements = new VertexElement[]
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(
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VertexElement(.R32G32_Float, "POSITION")
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);
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}
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}
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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GraphicsContext _context ~ _?.ReleaseRef();
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Texture2D _texture ~ _?.ReleaseRef();
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Texture2D _ge_logo ~ _?.ReleaseRef();
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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EffectLibrary _effectLibrary ~ delete _;
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EcsWorld _world = new EcsWorld() ~ delete _;
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Renderer2D Renderer2D ~ delete _;
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[AllowAppend]
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public this() : base("Example")
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{
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Application.Get().Window.IsVSync = false;
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_context = Application.Get().Window.Context..AddRef();
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_effectLibrary = new EffectLibrary(_context);
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_effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
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// Create rasterizer state
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GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
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_rasterizerState = new RasterizerState(_context, rsDesc);
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_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
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_ge_logo = new Texture2D(_context, "content/Textures/GE_Logo.dds");
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let sampler = SamplerStateManager.GetSampler(
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SamplerStateDescription()
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{
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MagFilter = .Point
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});
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_texture.SamplerState = sampler;
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_ge_logo.SamplerState = sampler;
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sampler.ReleaseRef();
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BlendStateDescription blendDesc = .();
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blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
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_alphaBlendState = new BlendState(_context, blendDesc);
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_opaqueBlendState = new BlendState(_context, .Default);
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InitEcs();
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Renderer2D = new Renderer2D(_context, _effectLibrary);
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//Init2D();
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}
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VertexLayout layout ~ delete _;
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GeometryBinding quadBinding ~ _?.ReleaseRef();
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/*
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void Init2D()
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{
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var effect = _effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
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layout = new VertexLayout(_context, Vertexy.VertexElements, effect.VertexShader);
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effect.ReleaseRef();
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VertexBuffer quadVertices = new VertexBuffer(_context, typeof(Vertexy), 4, .Immutable);
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Vertexy[4] vertices = .(
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Vertexy(0, 0),
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Vertexy(0, 1),
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Vertexy(1, 1),
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Vertexy(1, 0)
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);
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quadVertices.SetData(vertices);
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|
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IndexBuffer quadIndices = new IndexBuffer(_context, 6, .Immutable);
|
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|
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uint16[6] indices = .(
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0, 1, 2,
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2, 3, 0
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);
|
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|
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quadIndices.SetData(indices);
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quadBinding = new GeometryBinding(_context);
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quadBinding.SetPrimitiveTopology(.TriangleList);
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quadBinding.SetVertexBufferSlot(quadVertices, 0);
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quadBinding.SetVertexLayout(layout);
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quadBinding.SetIndexBuffer(quadIndices);
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quadVertices.ReleaseRef();
|
||||
quadIndices.ReleaseRef();
|
||||
}
|
||||
*/
|
||||
|
||||
Entity _cameraEntity;
|
||||
|
||||
void InitEcs()
|
||||
{
|
||||
_world.Register<TransformComponent>();
|
||||
_world.Register<MeshComponent>();
|
||||
_world.Register<CameraComponent>();
|
||||
|
||||
// Create camera entity
|
||||
_cameraEntity = _world.NewEntity();
|
||||
var cameraTransform = _world.AssignComponent<TransformComponent>(_cameraEntity);
|
||||
var camera = _world.AssignComponent<CameraComponent>(_cameraEntity);
|
||||
*cameraTransform = TransformComponent();
|
||||
camera.NearPlane = 0.1f;
|
||||
camera.FarPlane = 10.0f;
|
||||
camera.FovY = Math.PI_f / 4;
|
||||
cameraTransform.Position = .(0, -1, -5);
|
||||
/*
|
||||
for(int x < 20)
|
||||
for(int y < 20)
|
||||
{
|
||||
Entity entity = _world.NewEntity();
|
||||
|
||||
var transform = _world.AssignComponent<TransformComponent>(entity);
|
||||
transform.Transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
|
||||
|
||||
var mesh = _world.AssignComponent<MeshComponent>(entity);
|
||||
mesh.Mesh = _quadGeometryBinding;
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
public override void Update(GameTime gameTime)
|
||||
{
|
||||
var cameraTransform = _world.GetComponent<TransformComponent>(_cameraEntity);
|
||||
|
||||
if(Application.Get().Window.IsActive)
|
||||
{
|
||||
Vector2 movement = .();
|
||||
|
||||
if(Input.IsKeyPressed(Key.W))
|
||||
{
|
||||
movement.Y += 1;
|
||||
}
|
||||
if(Input.IsKeyPressed(Key.S))
|
||||
{
|
||||
movement.Y -= 1;
|
||||
}
|
||||
|
||||
if(Input.IsKeyPressed(Key.A))
|
||||
{
|
||||
movement.X -= 1;
|
||||
}
|
||||
if(Input.IsKeyPressed(Key.D))
|
||||
{
|
||||
movement.X += 1;
|
||||
}
|
||||
|
||||
if(movement != .Zero)
|
||||
movement.Normalize();
|
||||
|
||||
movement *= (float)(gameTime.FrameTime.TotalSeconds);
|
||||
|
||||
cameraTransform.Position += .(movement, 0);
|
||||
cameraTransform.Update();
|
||||
}
|
||||
|
||||
var camera = _world.GetComponent<CameraComponent>(_cameraEntity);
|
||||
camera.Aspect = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
|
||||
Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
|
||||
|
||||
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
|
||||
|
||||
// Draw test geometry
|
||||
_context.SetRenderTarget(null);
|
||||
_context.BindRenderTargets();
|
||||
|
||||
_context.SetRasterizerState(_rasterizerState);
|
||||
|
||||
_context.SetViewport(_context.SwapChain.BackbufferViewport);
|
||||
|
||||
Renderer2D.Begin(.SortByTexture, .(80, 80));
|
||||
|
||||
//_opaqueBlendState.Bind();
|
||||
_alphaBlendState.Bind();
|
||||
|
||||
//Renderer2D.DrawQuad(5, 5, 1, 1, .Red);
|
||||
//Renderer2D.DrawQuad(5, 5, 1, 1, .Blue);
|
||||
|
||||
Random r = scope Random(1337);
|
||||
|
||||
//_texture.Bind(0);
|
||||
//_ge_logo.Bind(1);
|
||||
|
||||
for(int x < 40)
|
||||
for(int y < 40)
|
||||
{
|
||||
int i = (x + y) % 2 + 1;//((x + (y * 40)) ^ (x * y)) % 3;
|
||||
|
||||
if(i == 1)
|
||||
{
|
||||
Renderer2D.Draw(_texture, 2 * x, 2 * y, 1, 1, .(r.Next(0, 256), r.Next(0, 256), r.Next(0, 256)));
|
||||
}
|
||||
else if(i == 2)
|
||||
{
|
||||
Renderer2D.Draw(_ge_logo, 2 * x, 2 * y, 1, 1, .(r.Next(0, 256), r.Next(0, 256), r.Next(0, 256)));
|
||||
}
|
||||
}
|
||||
|
||||
Renderer2D.Draw(_texture, 0, 0, 20, 10, .White, 20);
|
||||
|
||||
/*
|
||||
Renderer2D.Draw(_texture, 10, 50, 100, 100, .White);
|
||||
|
||||
Renderer2D.Draw(_texture, 120, 50, 100, 100, .White);
|
||||
|
||||
Renderer2D.Draw(_texture, 10, 160, 100, 100, .White);
|
||||
|
||||
Renderer2D.Draw(_texture, 120, 160, 100, 100, .White);
|
||||
*/
|
||||
//_alphaBlendState.Bind();
|
||||
|
||||
//Renderer2D.Draw(_ge_logo, 80, 50, 100, 100, .White);
|
||||
|
||||
Renderer2D.End();
|
||||
}
|
||||
|
||||
ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
|
||||
ColorRGBA _squareColor1;
|
||||
|
||||
public override void OnEvent(Event event)
|
||||
{
|
||||
EventDispatcher dispatcher = scope EventDispatcher(event);
|
||||
|
||||
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
|
||||
}
|
||||
|
||||
private bool OnImGuiRender(ImGuiRenderEvent e)
|
||||
{
|
||||
ImGui.Begin("Test");
|
||||
|
||||
ImGui.ColorEdit3("Square Color", ref _squareColor0);
|
||||
|
||||
_squareColor1 = ColorRGBA.White - _squareColor0;
|
||||
|
||||
ImGui.End();
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
class SandboxApp2D : Application
|
||||
{
|
||||
public this()
|
||||
{
|
||||
PushLayer(new ExampleLayer2D());
|
||||
}
|
||||
|
||||
#if SANDBOX_2D
|
||||
[Export, LinkName("CreateApplication")]
|
||||
#endif
|
||||
public static Application CreateApplication()
|
||||
{
|
||||
return new SandboxApp2D();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user