mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
169 lines
6.2 KiB
Beef
169 lines
6.2 KiB
Beef
using GlitchyEngine;
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using GlitchyEngine.Events;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.Math;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Renderer.Text;
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using ImGui;
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using System;
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namespace Sandbox
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{
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class GammaTestLayer : Layer
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{
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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GraphicsContext _context ~ _?.ReleaseRef();
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DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
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Texture2D _checkerTexture ~ _?.ReleaseRef();
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Texture2D _smallLines ~ _?.ReleaseRef();
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Texture2D _gammaCorrectionBrightness ~ _?.ReleaseRef();
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Texture2D _zeroPointFive ~ _?.ReleaseRef();
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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DepthStencilState _depthStencilState ~ _.ReleaseRef();
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Font _font ~ _.ReleaseRef();
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FontRenderer.PreparedText _smallLinesInfo ~ _.ReleaseRef();
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FontRenderer.PreparedText _halfQuadInfo ~ _.ReleaseRef();
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FontRenderer.PreparedText _explanation ~ _.ReleaseRef();
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[AllowAppend]
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public this() : base("Example")
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{
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_context = Application.Get().Window.Context..AddRef();
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// Create rasterizer state
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GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, false, 0);
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_rasterizerState = new RasterizerState(rsDesc);
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_depthTarget = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
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//_checkerTexture = new Texture2D("content/Textures/Checkerboard.dds");
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//_smallLines = new Texture2D("content/GammaTest/SmallLines.png");
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//_gammaCorrectionBrightness = new Texture2D("content/GammaTest/gamma_correction_brightness.png");
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//_zeroPointFive = new Texture2D("content/GammaTest/zeroPointFive.png");
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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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AddressModeU = .Wrap,
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AddressModeV = .Wrap,
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});
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_checkerTexture.SamplerState = sampler;
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_smallLines.SamplerState = SamplerStateManager.PointClamp;
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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(blendDesc);
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DepthStencilStateDescription dssDesc = .()
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{
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DepthEnabled = false
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};
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_depthStencilState = new DepthStencilState(dssDesc);
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_font = new Font(@"C:\Windows\Fonts\arial.ttf", 24);
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_smallLinesInfo = FontRenderer.PrepareText(_font, "Is the bottom center quad the same color as the left and right columns?", 24);
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_halfQuadInfo = FontRenderer.PrepareText(_font, "Is this quad roughly the same color \nas the column next to it?\nIs it the same Color as the bottom quad to the left?", 24);
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_explanation = FontRenderer.PrepareText(_font, "If all these questions can be answered with \"yes\" then gamma correction is doing it's job!", 24);
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camera = new OrthographicCamera();
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camera.Width = _context.SwapChain.Width;
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camera.Height = _context.SwapChain.Height;
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camera.FarPlane = 10;
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camera.NearPlane = -10;
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camera.Position = .(_context.SwapChain.Width, _context.SwapChain.Height, 0) / 2;
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camera.Update();
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}
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OrthographicCamera camera ~ delete _;
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public override void Update(GameTime gameTime)
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{
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RenderCommand.Clear(null, .(0f, 0f, 0f));
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RenderCommand.Clear(_depthTarget, .Depth, 1.0f, 0);
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// Draw test geometry
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RenderCommand.SetRenderTarget(null);
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RenderCommand.SetDepthStencilTarget(_depthTarget);
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RenderCommand.BindRenderTargets();
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RenderCommand.SetRasterizerState(_rasterizerState);
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RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
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Renderer2D.BeginScene(camera, .BackToFront);
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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//Renderer2D.DrawQuad(float3(0, 0, 1), float2(8), 0, _checkerTexture, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(0, 0, 0), float2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
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Renderer2D.DrawQuad(float3(_smallLines.Width / 2, _smallLines.Height / 2, 0), float2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
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FontRenderer.DrawText(_smallLinesInfo, 0, _smallLines.Height);
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float f = _smallLines.Height / 2;
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Renderer2D.DrawQuad(float3(_smallLines.Width * 2, f / 2, 0), float2(f, f), 0, .(0.5f, 0.5f, 0.5f));
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Renderer2D.DrawQuad(float3(_smallLines.Width * 2, 3 * f / 2 + 1, 0), float2(f, f), 0, _zeroPointFive);
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//Renderer2D.DrawQuad(float3(_smallLines.Width + f / 2, 3 * f / 2, 0), float2(f, f), 0, .(0.25f, 0.25f, 0.25f));
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//FontRenderer.DrawText(_halfQuadInfo, _smallLines.Width + f, f / 2);
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//Renderer2D.DrawQuad(float3(_gammaCorrectionBrightness.Width / 2, _smallLines.Height * 1.5f, 0), float2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(_smallLines.Width + f / 2, 500, 0), float2(f, f), 0, .(0.1f, 0.1f, 0.1f));
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//Renderer2D.DrawQuad(float3(_gammaCorrectionBrightness.Width / 2, 0, 0), float2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(0, -200, 0), float2(100, 100), 0, .(0.5f, 0.5f, 0.5f));
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//Renderer2D.DrawQuad(float3(0, -300, 0), float2(100, 100), 0, .(0.25f, 0.25f, 0.25f));
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//Renderer2D.DrawQuad(float3(0, _gammaCorrectionBrightness.Height, 0), float2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .(2, 2, 2), .(0, 0, 1, 1));
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Renderer2D.EndScene();
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}
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public override void OnEvent(Event event)
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{
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EventDispatcher dispatcher = EventDispatcher(event);
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dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
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dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
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}
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private bool OnImGuiRender(ImGuiRenderEvent e)
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{
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return false;
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}
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private bool OnWindowResize(WindowResizeEvent e)
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{
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_depthTarget.ReleaseRef();
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_depthTarget = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
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camera.Width = _context.SwapChain.Width;
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camera.Height = _context.SwapChain.Height;
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camera.Position = .(_context.SwapChain.Width, _context.SwapChain.Height, 0) / 2;
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camera.Update();
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return false;
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}
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}
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} |