Starting to use NLog for logging.

This commit is contained in:
2017-02-27 16:37:26 -05:00
parent 5a30be5435
commit 180d714995
9 changed files with 3120 additions and 111 deletions

View File

@@ -83,49 +83,8 @@ namespace hexworld
{
base.OnLoad(e);
using (var vs = Shader.FromFile(@"res\s.vs.glsl", ShaderType.VertexShader))
using (var fs = Shader.FromFile(@"res\s.fs.glsl", ShaderType.FragmentShader))
{
if (!vs.Compiled | !fs.Compiled)
{
Debug.WriteLine("Failed to compile shaders:");
Debug.WriteLineIf(!vs.Compiled, $"Vertex Log ({vs.Id}):\n{vs.Log}");
Debug.WriteLineIf(!fs.Compiled, $"Fragment Log ({fs.Id}):\n{fs.Log}");
Exit();
return;
}
_jsonPgm = Program.FromShaders(vs, fs);
if (!_jsonPgm.Link())
{
Debug.WriteLine($"Failed to link program ({_jsonPgm.Id}):\n{_jsonPgm.Log}");
Exit();
return;
}
}
using (var vs = Shader.FromFile(@"res\obj.vs.glsl", ShaderType.VertexShader))
using (var fs = Shader.FromFile(@"res\obj.fs.glsl", ShaderType.FragmentShader))
{
if (!vs.Compiled | !fs.Compiled)
{
Debug.WriteLine("Failed to compile shaders:");
Debug.WriteLineIf(!vs.Compiled, $"Vertex Log ({vs.Id}):\n{vs.Log}");
Debug.WriteLineIf(!fs.Compiled, $"Fragment Log ({fs.Id}):\n{fs.Log}");
Exit();
return;
}
_objPgm = Program.FromShaders(vs, fs);
if (!_objPgm.Link())
{
Debug.WriteLine($"Failed to link program ({_objPgm.Id}):\n{_jsonPgm.Log}");
Exit();
return;
}
}
_jsonPgm = Program.FromFiles(@"res\s.vs.glsl", @"res\s.fs.glsl");
_objPgm = Program.FromFiles(@"res\obj.vs.glsl", @"res\obj.fs.glsl");
_cubeMesh = Mesh.FromJson<Vertex>(@"res\data_vert_cubes.json");
_panelMesh = Mesh.FromJson<Vertex>(@"res\data_vert_panels.json");
@@ -141,7 +100,6 @@ namespace hexworld
_tableTiles = new SubArray<Tile>(
JsonConvert.DeserializeObject<Tile[]>(File.ReadAllText(@"res\data_tile_table.json")));
_allTiles = SubArray.Join(_stoneTiles, _grassTiles, _grayTiles, _tableTiles);
_tileBuffer = new GLBuffer<Tile>(BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw);
_tileBuffer.Data(_allTiles);
@@ -196,42 +154,52 @@ namespace hexworld
GL.DepthFunc(DepthFunction.Lequal);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
// GL.Enable(EnableCap.CullFace);
// GL.CullFace(CullFaceMode.Back);
GL.Enable(EnableCap.CullFace);
GL.CullFace(CullFaceMode.Back);
_jsonPgm.Use();
if (_jsonPgm.Linked)
{
_jsonPgm.Use();
_jsonPgm.SetAttribPointers(_tileBuffer);
_jsonPgm.SetAttribPointers(_vertexBuffer);
_jsonPgm.SetAttribPointers(_tileBuffer);
_jsonPgm.SetAttribPointers(_vertexBuffer);
_grass.Bind(0);
_stone.Bind(1);
_gray.Bind(2);
_grass.Bind(0);
_stone.Bind(1);
_gray.Bind(2);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 0);
GL.UniformMatrix4(_jsonPgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(_jsonPgm.GetUniform("proj"), false, ref _proj);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 0);
GL.UniformMatrix4(_jsonPgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(_jsonPgm.GetUniform("proj"), false, ref _proj);
_cubeMesh.DrawInstanced(_grassTiles);
_cubeMesh.DrawInstanced(_grassTiles);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 1);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 1);
_panelMesh.DrawInstanced(_stoneTiles);
_panelMesh.DrawInstanced(_stoneTiles);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 2);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 2);
_sidesMesh.DrawInstanced(_grayTiles);
_sidesMesh.DrawInstanced(_grayTiles);
}
_objPgm.Use();
if (_objPgm.Linked)
{
_objPgm.Use();
_objPgm.SetAttribPointers(_tileBuffer);
_objPgm.SetAttribPointers(_objBuffer);
_grass.Bind(0);
_stone.Bind(1);
_gray.Bind(2);
GL.Uniform1(_jsonPgm.GetUniform("tex"), 2);
GL.UniformMatrix4(_jsonPgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(_jsonPgm.GetUniform("proj"), false, ref _proj);
_objPgm.SetAttribPointers(_tileBuffer);
_objPgm.SetAttribPointers(_objBuffer);
_objMesh.DrawInstanced(_tableTiles);
GL.Uniform1(_objPgm.GetUniform("tex"), 2);
GL.UniformMatrix4(_objPgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(_objPgm.GetUniform("proj"), false, ref _proj);
_objMesh.DrawInstanced(_tableTiles);
}
SwapBuffers();
}

View File

@@ -5,10 +5,9 @@ in float light;
uniform sampler2D tex;
void main ()
void main ()l
{
vec4 color = texture(tex, vcoord);
color.w = 1;
color.xyz *= light;
gl_FragColor = clamp(color, 0, 1);
}