Files
glitchy-engine-beef/Sandbox/src/GammaTestLayer.bf
T

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Beef

using GlitchyEngine;
using GlitchyEngine.Events;
using GlitchyEngine.ImGui;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using GlitchyEngine.Renderer.Text;
using ImGui;
using System;
namespace Sandbox
{
class GammaTestLayer : Layer
{
RasterizerState _rasterizerState ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
Texture2D _checkerTexture ~ _?.ReleaseRef();
Texture2D _smallLines ~ _?.ReleaseRef();
Texture2D _gammaCorrectionBrightness ~ _?.ReleaseRef();
Texture2D _zeroPointFive ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
DepthStencilState _depthStencilState ~ _.ReleaseRef();
Font _font ~ _.ReleaseRef();
FontRenderer.PreparedText _smallLinesInfo ~ _.ReleaseRef();
FontRenderer.PreparedText _halfQuadInfo ~ _.ReleaseRef();
FontRenderer.PreparedText _explanation ~ _.ReleaseRef();
[AllowAppend]
public this() : base("Example")
{
_context = Application.Get().Window.Context..AddRef();
// Create rasterizer state
GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, false, 0);
_rasterizerState = new RasterizerState(rsDesc);
_depthTarget = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
//_checkerTexture = new Texture2D("content/Textures/Checkerboard.dds");
//_smallLines = new Texture2D("content/GammaTest/SmallLines.png");
//_gammaCorrectionBrightness = new Texture2D("content/GammaTest/gamma_correction_brightness.png");
//_zeroPointFive = new Texture2D("content/GammaTest/zeroPointFive.png");
let sampler = SamplerStateManager.GetSampler(
SamplerStateDescription()
{
MagFilter = .Point,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
});
_checkerTexture.SamplerState = sampler;
_smallLines.SamplerState = SamplerStateManager.PointClamp;
sampler.ReleaseRef();
BlendStateDescription blendDesc = .();
blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
_alphaBlendState = new BlendState(blendDesc);
DepthStencilStateDescription dssDesc = .()
{
DepthEnabled = false
};
_depthStencilState = new DepthStencilState(dssDesc);
_font = new Font(@"C:\Windows\Fonts\arial.ttf", 24);
_smallLinesInfo = FontRenderer.PrepareText(_font, "Is the bottom center quad the same color as the left and right columns?", 24);
_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);
_explanation = FontRenderer.PrepareText(_font, "If all these questions can be answered with \"yes\" then gamma correction is doing it's job!", 24);
camera = new OrthographicCamera();
camera.Width = _context.SwapChain.Width;
camera.Height = _context.SwapChain.Height;
camera.FarPlane = 10;
camera.NearPlane = -10;
camera.Position = .(_context.SwapChain.Width, _context.SwapChain.Height, 0) / 2;
camera.Update();
}
OrthographicCamera camera ~ delete _;
public override void Update(GameTime gameTime)
{
RenderCommand.Clear(null, .(0f, 0f, 0f));
RenderCommand.Clear(_depthTarget, .Depth, 1.0f, 0);
// Draw test geometry
RenderCommand.SetRenderTarget(null);
RenderCommand.SetDepthStencilTarget(_depthTarget);
RenderCommand.BindRenderTargets();
RenderCommand.SetRasterizerState(_rasterizerState);
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
Renderer2D.BeginScene(camera, .BackToFront);
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
//Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(8), 0, _checkerTexture, .White, .(0, 0, 1, 1));
//Renderer2D.DrawQuad(Vector3(0, 0, 0), Vector2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
Renderer2D.DrawQuad(Vector3(_smallLines.Width / 2, _smallLines.Height / 2, 0), Vector2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
FontRenderer.DrawText(_smallLinesInfo, 0, _smallLines.Height);
float f = _smallLines.Height / 2;
Renderer2D.DrawQuad(Vector3(_smallLines.Width * 2, f / 2, 0), Vector2(f, f), 0, .(0.5f, 0.5f, 0.5f));
Renderer2D.DrawQuad(Vector3(_smallLines.Width * 2, 3 * f / 2 + 1, 0), Vector2(f, f), 0, _zeroPointFive);
//Renderer2D.DrawQuad(Vector3(_smallLines.Width + f / 2, 3 * f / 2, 0), Vector2(f, f), 0, .(0.25f, 0.25f, 0.25f));
//FontRenderer.DrawText(_halfQuadInfo, _smallLines.Width + f, f / 2);
//Renderer2D.DrawQuad(Vector3(_gammaCorrectionBrightness.Width / 2, _smallLines.Height * 1.5f, 0), Vector2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
//Renderer2D.DrawQuad(Vector3(_smallLines.Width + f / 2, 500, 0), Vector2(f, f), 0, .(0.1f, 0.1f, 0.1f));
//Renderer2D.DrawQuad(Vector3(_gammaCorrectionBrightness.Width / 2, 0, 0), Vector2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
//Renderer2D.DrawQuad(Vector3(0, -200, 0), Vector2(100, 100), 0, .(0.5f, 0.5f, 0.5f));
//Renderer2D.DrawQuad(Vector3(0, -300, 0), Vector2(100, 100), 0, .(0.25f, 0.25f, 0.25f));
//Renderer2D.DrawQuad(Vector3(0, _gammaCorrectionBrightness.Height, 0), Vector2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .(2, 2, 2), .(0, 0, 1, 1));
Renderer2D.EndScene();
}
public override void OnEvent(Event event)
{
EventDispatcher dispatcher = EventDispatcher(event);
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
}
private bool OnImGuiRender(ImGuiRenderEvent e)
{
return false;
}
private bool OnWindowResize(WindowResizeEvent e)
{
_depthTarget.ReleaseRef();
_depthTarget = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
camera.Width = _context.SwapChain.Width;
camera.Height = _context.SwapChain.Height;
camera.Position = .(_context.SwapChain.Width, _context.SwapChain.Height, 0) / 2;
camera.Update();
return false;
}
}
}