Updates to Level. More functionality, but also very unstable.
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@@ -13,7 +13,7 @@ namespace Diamond
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/// <summary>
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/// Logger for this class
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/// </summary>
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protected Logger Log { get; private set; }
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protected Logger Log { get; }
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/// <summary>
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/// The name of this object
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@@ -12,8 +12,10 @@ using OpenTK.Graphics.OpenGL4;
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namespace Diamond.Level
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{
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public class Level
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public class Level : IDisposable
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{
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public Dictionary<string, Program> Programs { get; private set; }
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private TileData[] _allTiles;
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private ObjVertex[] _allVertices;
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@@ -39,9 +41,9 @@ namespace Diamond.Level
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var dir = Path.GetDirectoryName(file);
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// this is horrendous, but not as bad as trying to directly deserialize it.
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var meshes = levelData["models"]
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.Select(path => Mesh.FromObj(Path.Combine(dir, (string) path)))
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.Select(path => Mesh.FromObj(Path.Combine(dir, (string) path), false))
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.SelectMany(objects => objects)
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.ToArray();
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@@ -50,20 +52,32 @@ namespace Diamond.Level
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var allVertices = Mesh.Join(meshes);
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var programs = levelData["shaders"]
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.Select(shader => new
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{
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name = (string) shader["name"],
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program = Program.FromFiles(
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shader["files"]
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.Select(path => Path.Combine(dir, (string) path))
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.ToArray())
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})
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.ToDictionary(s => s.name, s => s.program);
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var tilegroups = levelData["tiles"]
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.Select(tile => new
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{
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info = new
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{
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mesh = meshDict[(string) tile["mesh"]]
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mesh = meshDict[(string) tile["mesh"]],
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shader = programs[(string) tile["shader"]]
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},
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pos = tile["pos"].ToObject<Vector3>()
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})
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.GroupBy(tile => tile.info)
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.Select(group => new TileGroup(new SubArray<TileData>(
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.Select(group => new TileGroup(group.Key.mesh, group.Key.shader,
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new SubArray<TileData>(
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group.Select(data => new TileData(data.pos))
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.ToArray()),
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group.Key.mesh))
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.ToArray())))
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.ToArray();
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var tileArrays = tilegroups
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@@ -76,7 +90,8 @@ namespace Diamond.Level
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_allTiles = allTiles,
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_allVertices = allVertices,
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_meshes = meshes,
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_tileGroups = tilegroups
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_tileGroups = tilegroups,
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Programs = programs
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};
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level.InitializeBuffers();
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@@ -86,16 +101,30 @@ namespace Diamond.Level
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public void Draw()
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{
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if (Program.Current == null)
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throw new Exception("cant render without a shader.");
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Program.Current.SetAttribPointers(_vertexBuffer);
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Program.Current.SetAttribPointers(_tileBuffer);
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foreach (var tileGroup in _tileGroups)
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{
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var pgm = tileGroup.Program;
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pgm.Use();
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pgm.SetAttribPointers(_vertexBuffer);
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pgm.SetAttribPointers(_tileBuffer);
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tileGroup.Mesh.DrawInstanced(tileGroup.Tiles);
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}
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}
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public void Dispose()
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{
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_tileBuffer?.Dispose();
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_vertexBuffer?.Dispose();
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foreach (var program in Programs.Values)
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program?.Dispose();
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GC.SuppressFinalize(this);
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}
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~Level()
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{
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Dispose();
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Diamond.Buffers;
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using Diamond.Shaders;
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namespace Diamond.Level
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{
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@@ -6,11 +7,13 @@ namespace Diamond.Level
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{
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public SubArray<TileData> Tiles;
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public Mesh<ObjVertex> Mesh;
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public Program Program;
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public TileGroup(SubArray<TileData> tiles, Mesh<ObjVertex> mesh)
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public TileGroup(Mesh<ObjVertex> mesh, Program program, SubArray<TileData> tiles)
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{
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Tiles = tiles;
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Mesh = mesh;
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Program = program;
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Tiles = tiles;
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}
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}
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}
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@@ -61,7 +61,7 @@ namespace Diamond
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public static class Mesh
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{
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public static Mesh<ObjVertex>[] FromObj(string file)
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public static Mesh<ObjVertex>[] FromObj(string file, bool join = true)
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{
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var lines = File.ReadAllLines(file);
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@@ -125,7 +125,8 @@ namespace Diamond
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if (faces.Count > 0)
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meshes.Add(new Mesh<ObjVertex>(faces.ToArray()) {Name = name});
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Join(meshes);
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if (join)
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Join(meshes);
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return meshes.ToArray();
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}
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