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

311 lines
8.5 KiB
Beef

using System;
using GlitchyEngine;
using GlitchyEngine.Events;
using System.Diagnostics;
using GlitchLog;
using GlitchyEngine.ImGui;
using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine.World;
namespace Sandbox
{
class ExampleLayer : Layer
{
[Ordered]
struct VertexColorTexture : IVertexData
{
public Vector3 Position;
public Color Color;
public Vector2 TexCoord;
public this() => this = default;
public this(Vector3 pos, Color color)
{
Position = pos;
Color = color;
TexCoord = .();
}
public this(Vector3 pos, Color color, Vector2 texCoord)
{
Position = pos;
Color = color;
TexCoord = texCoord;
}
public static readonly VertexElement[] VertexElements ~ delete _;
public static VertexElement[] IVertexData.VertexElements => VertexElements;
static this()
{
VertexElements = new VertexElement[](
VertexElement(.R32G32B32_Float, "POSITION"),
VertexElement(.R8G8B8A8_UNorm, "COLOR"),
VertexElement(.R32G32_Float, "TEXCOORD"),
);
}
}
VertexLayout _vertexLayout ~ delete _;
GeometryBinding _geometryBinding ~ _?.ReleaseRef();
GeometryBinding _quadGeometryBinding ~ _?.ReleaseRef();
RasterizerState _rasterizerState ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
Texture2D _texture ~ _?.ReleaseRef();
Texture2D _ge_logo ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef();
EffectLibrary _effectLibrary ~ delete _;
EcsWorld _world = new EcsWorld() ~ delete _;
OrthographicCameraController _cameraController ~ delete _;
private Vector3 CircleCoord(float angle)
{
return .(Math.Cos(angle), Math.Sin(angle), 0);
}
[AllowAppend]
public this() : base("Example")
{
_context = Application.Get().Window.Context..AddRef();
_effectLibrary = new EffectLibrary(_context);
_effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
var textureEffect = _effectLibrary.Load("content\\Shaders\\textureShader.hlsl");
// Create Input Layout
_vertexLayout = new VertexLayout(_context, VertexColorTexture.VertexElements, textureEffect.VertexShader);
textureEffect.ReleaseRef();
// Create hexagon
{
_geometryBinding = new GeometryBinding(_context);
_geometryBinding.SetPrimitiveTopology(.TriangleList);
_geometryBinding.SetVertexLayout(_vertexLayout);
float pO3 = Math.PI_f / 3.0f;
VertexColorTexture[?] vertices = .(
VertexColorTexture(.Zero, Color(255,255,255)),
VertexColorTexture(CircleCoord(0), Color(255, 0, 0)),
VertexColorTexture(CircleCoord(pO3), Color(255,255, 0)),
VertexColorTexture(CircleCoord(pO3*2), Color( 0,255, 0)),
VertexColorTexture(CircleCoord(Math.PI_f), Color( 0,255,255)),
VertexColorTexture(CircleCoord(-pO3*2), Color( 0, 0,255)),
VertexColorTexture(CircleCoord(-pO3), Color(255, 0,255)),
);
let vb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
vb.SetData(vertices);
_geometryBinding.SetVertexBufferSlot(vb, 0);
vb.ReleaseRef();
uint16[?] indices = .(
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 1);
let ib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
ib.SetData(indices);
_geometryBinding.SetIndexBuffer(ib);
ib.ReleaseRef();
}
// Create Quad
{
_quadGeometryBinding = new GeometryBinding(_context);
_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
_quadGeometryBinding.SetVertexLayout(_vertexLayout);
VertexColorTexture[?] vertices = .(
VertexColorTexture(Vector3(-0.75f, 0.75f, 0), Color.White, .(0, 0)),
VertexColorTexture(Vector3(-0.75f, -0.75f, 0), Color.White, .(0, 1)),
VertexColorTexture(Vector3(0.75f, -0.75f, 0), Color.White, .(1, 1)),
VertexColorTexture(Vector3(0.75f, 0.75f, 0), Color.White, .(1, 0)),
);
let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
qvb.SetData(vertices);
_quadGeometryBinding.SetVertexBufferSlot(qvb, 0);
qvb.ReleaseRef();
uint16[?] indices = .(
0, 1, 2,
2, 3, 0);
let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
qib.SetData(indices);
_quadGeometryBinding.SetIndexBuffer(qib);
qib.ReleaseRef();
}
// Create rasterizer state
RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
_rasterizerState = new RasterizerState(_context, rsDesc);
_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
_ge_logo = new Texture2D(_context, "content/Textures/GE_Logo.dds");
let sampler = SamplerStateManager.GetSampler(
SamplerStateDescription()
{
MagFilter = .Point
});
_texture.SamplerState = sampler;
_ge_logo.SamplerState = sampler;
sampler.ReleaseRef();
BlendStateDescription blendDesc = .();
blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
_alphaBlendState = new BlendState(_context, blendDesc);
_opaqueBlendState = new BlendState(_context, .Default);
InitEcs();
_cameraController = new OrthographicCameraController(Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
Application.Get().Window.Context.SwapChain.BackbufferViewport.Height);
}
void InitEcs()
{
_world.Register<TransformComponent>();
_world.Register<MeshComponent>();
_world.Register<CameraComponent>();
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)
{
_cameraController.Update(gameTime);
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);
Renderer.BeginScene(_cameraController.Camera);
_opaqueBlendState.Bind();
var basicEffect = _effectLibrary.Get("basicShader");
var textureEffect = _effectLibrary.Get("textureShader");
for(var entity in _world.Enumerate(typeof(TransformComponent)))
{
var transform = _world.GetComponent<TransformComponent>(entity);
transform.Update();
}
int i = 0;
for(var entity in _world.Enumerate(typeof(TransformComponent), typeof(MeshComponent)))
{
i++;
if(i % 2 == 0)
basicEffect.Variables["BaseColor"].SetData(_squareColor0);
else
basicEffect.Variables["BaseColor"].SetData(_squareColor1);
var transform = _world.GetComponent<TransformComponent>(entity);
var mesh = _world.GetComponent<MeshComponent>(entity);
Renderer.Submit(mesh.Mesh, basicEffect, transform.Transform);
}
basicEffect.Variables["BaseColor"].SetData(_squareColor1);
_texture.Bind();
Renderer.Submit(_quadGeometryBinding, textureEffect, .Scaling(1.5f));
_alphaBlendState.Bind();
_ge_logo.Bind();
Renderer.Submit(_quadGeometryBinding, textureEffect, .Scaling(1.5f));
Renderer.EndScene();
basicEffect.ReleaseRef();
textureEffect.ReleaseRef();
}
ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
ColorRGBA _squareColor1;
public override void OnEvent(Event event)
{
_cameraController.OnEvent(event);
EventDispatcher dispatcher = 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 SandboxApp : Application
{
public this()
{
PushLayer(new ExampleLayer());
}
#if !SANDBOX_2D
[Export, LinkName("CreateApplication")]
#endif
public static Application CreateApplication()
{
return new SandboxApp();
}
}
}