Slowly getting things working

This commit is contained in:
2017-02-24 16:31:15 -05:00
parent 87120574c8
commit 338efc337e
20 changed files with 297 additions and 355 deletions

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@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1"/>
</startup>
</configuration>
</configuration>

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@@ -4,13 +4,14 @@
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{E7B84735-45AA-439A-A64B-2AF248447660}</ProjectGuid>
<ProjectGuid>{282D9C70-9531-4960-A84B-E314D68DABFF}</ProjectGuid>
<OutputType>Exe</OutputType>
<RootNamespace>WhatTheTexture</RootNamespace>
<AssemblyName>WhatTheTexture</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<RootNamespace>InstanceTiles</RootNamespace>
<AssemblyName>InstanceTiles</AssemblyName>
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -37,7 +38,6 @@
</Reference>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Drawing" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
@@ -54,10 +54,5 @@
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<Content Include="tex.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

61
InstanceTiles/Program.cs Normal file
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@@ -0,0 +1,61 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
namespace InstanceTiles
{
internal class Program
{
private float[] points =
{
+.5f, +.5f, +.5f, -.5f, +.5f, +.5f, -.5f, -.5f, +.5f,
-.5f, -.5f, +.5f, +.5f, -.5f, +.5f, +.5f, +.5f, +.5f,
-.5f, +.5f, -.5f, +.5f, +.5f, -.5f, +.5f, -.5f, -.5f,
+.5f, -.5f, -.5f, -.5f, -.5f, -.5f, -.5f, +.5f, -.5f,
+.5f, +.5f, -.5f, +.5f, +.5f, +.5f, +.5f, -.5f, +.5f,
+.5f, -.5f, +.5f, +.5f, -.5f, -.5f, +.5f, +.5f, -.5f,
-.5f, +.5f, +.5f, -.5f, +.5f, -.5f, -.5f, -.5f, -.5f,
-.5f, -.5f, -.5f, -.5f, -.5f, +.5f, -.5f, +.5f, +.5f,
+.5f, +.5f, -.5f, -.5f, +.5f, -.5f, -.5f, +.5f, +.5f,
-.5f, +.5f, +.5f, +.5f, +.5f, +.5f, +.5f, +.5f, -.5f,
+.5f, -.5f, +.5f, -.5f, -.5f, +.5f, -.5f, -.5f, -.5f,
-.5f, -.5f, -.5f, +.5f, -.5f, -.5f, +.5f, -.5f, +.5f,
};
private float[] texCoords =
{
1.0f, 0.0f, 5.0f, 0.0f, 5.0f, 1.0f,
0.5f, 1.0f, 1.0f, 1.0f, 1.0f, 5.0f,
1.0f, 0.5f, 0.0f, 0.5f, 0.0f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f,
0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.5f,
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.0f,
0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f,
0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f,
0.0f, 0.5f, 0.5f, 0.5f, 0.5f, 0.0f,
};
private float[] cubePoints =
{
0, 0, 0,
1, 0, 0,
0, 1, 0,
};
private float[] cubeTexCoords =
{
0.05f
};
private static void Main(string[] args)
{
}
}
}

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@@ -5,11 +5,11 @@ using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("WhatTheTexture")]
[assembly: AssemblyTitle("InstanceTiles")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("WhatTheTexture")]
[assembly: AssemblyProduct("InstanceTiles")]
[assembly: AssemblyCopyright("Copyright © 2017")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
@@ -20,7 +20,7 @@ using System.Runtime.InteropServices;
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("e7b84735-45aa-439a-a64b-2af248447660")]
[assembly: Guid("282d9c70-9531-4960-a84b-e314d68dabff")]
// Version information for an assembly consists of the following four values:
//

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@@ -1,79 +0,0 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using PixelFormat = OpenTK.Graphics.OpenGL.PixelFormat;
namespace WhatTheTexture
{
internal class Program : GameWindow
{
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
Width = 1920;
Height = 1080;
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
GL.Enable(EnableCap.Texture2D);
var image = new Bitmap("tex.png");
var texID = GL.GenTexture();
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, texID);
var bitmapData = image.LockBits(new Rectangle(0, 0, image.Width, image.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
(int) TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
(int) TextureMagFilter.Nearest);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bitmapData.Width, bitmapData.Height, 0,
PixelFormat.Bgra, PixelType.UnsignedByte, bitmapData.Scan0);
image.UnlockBits(bitmapData);
GL.GenerateMipmap(GenerateMipmapTarget.Texture2D);
GL.Viewport(ClientRectangle);
GL.Begin(PrimitiveType.Triangles);
GL.TexCoord2(0, 0);
GL.Vertex2(-.8, -.8);
GL.TexCoord2(1, 0);
GL.Vertex2(.8, -.8);
GL.TexCoord2(0, 1);
GL.Vertex2(-.8, .8);
GL.TexCoord2(1, 1);
GL.Vertex2(.8, .8);
GL.TexCoord2(1, 0);
GL.Vertex2(.8, -.8);
GL.TexCoord2(0, 1);
GL.Vertex2(-.8, .8);
GL.End();
SwapBuffers();
}
private static void Main(string[] args)
{
using (var p = new Program())
{
p.Run();
}
}
}
}

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

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@@ -1,11 +1,11 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 15
VisualStudioVersion = 15.0.26127.3
VisualStudioVersion = 15.0.26206.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "hexworld", "hexworld\hexworld.csproj", "{AD9ED057-FB47-44CB-8839-22924B409706}"
EndProject
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "WhatTheTexture", "WhatTheTexture\WhatTheTexture.csproj", "{E7B84735-45AA-439A-A64B-2AF248447660}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "InstanceTiles", "InstanceTiles\InstanceTiles.csproj", "{282D9C70-9531-4960-A84B-E314D68DABFF}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
@@ -17,10 +17,10 @@ Global
{AD9ED057-FB47-44CB-8839-22924B409706}.Debug|Any CPU.Build.0 = Debug|Any CPU
{AD9ED057-FB47-44CB-8839-22924B409706}.Release|Any CPU.ActiveCfg = Release|Any CPU
{AD9ED057-FB47-44CB-8839-22924B409706}.Release|Any CPU.Build.0 = Release|Any CPU
{E7B84735-45AA-439A-A64B-2AF248447660}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{E7B84735-45AA-439A-A64B-2AF248447660}.Debug|Any CPU.Build.0 = Debug|Any CPU
{E7B84735-45AA-439A-A64B-2AF248447660}.Release|Any CPU.ActiveCfg = Release|Any CPU
{E7B84735-45AA-439A-A64B-2AF248447660}.Release|Any CPU.Build.0 = Release|Any CPU
{282D9C70-9531-4960-A84B-E314D68DABFF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{282D9C70-9531-4960-A84B-E314D68DABFF}.Debug|Any CPU.Build.0 = Debug|Any CPU
{282D9C70-9531-4960-A84B-E314D68DABFF}.Release|Any CPU.ActiveCfg = Release|Any CPU
{282D9C70-9531-4960-A84B-E314D68DABFF}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE

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@@ -1,6 +1,6 @@
<?xml version="1.0" encoding="utf-8" ?>
<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2" />
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.6.1"/>
</startup>
</configuration>
</configuration>

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@@ -1,23 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
namespace hexworld
{
[StructLayout(LayoutKind.Sequential)]
public struct Cube
{
public Vector3 Position;
public Vector3 Color;
public Cube(Vector3 position, Vector3 color)
{
Position = position;
Color = color;
}
}
}

172
hexworld/Game.cs Normal file
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@@ -0,0 +1,172 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using PixelFormat = OpenTK.Graphics.OpenGL4.PixelFormat;
namespace hexworld
{
public struct Vert
{
public static readonly int SizeInBytes = sizeof(float) * 5;
public Vector3 Point;
public Vector2 TexCoord;
public Vert(Vector3 point, Vector2 texCoord)
{
Point = point;
TexCoord = texCoord;
}
public Vert(float px, float py, float pz, float tx, float ty)
: this(new Vector3(px, py, pz), new Vector2(tx, ty))
{
}
}
public class HexWindow : GameWindow
{
private readonly Vert[] _verts =
{
// +X
new Vert(+1, +1, -1, 1.0f, 0.5f), new Vert(+1, +1, +1, 1.0f, 0.0f), new Vert(+1, -1, +1, 0.5f, 0.0f),
new Vert(+1, -1, +1, 0.5f, 0.0f), new Vert(+1, -1, -1, 0.5f, 0.5f), new Vert(+1, +1, -1, 1.0f, 0.5f),
// -X
new Vert(-1, +1, +1, 0.5f, 0.0f), new Vert(-1, +1, -1, 0.5f, 0.5f), new Vert(-1, -1, -1, 1.0f, 0.5f),
new Vert(-1, -1, -1, 1.0f, 0.5f), new Vert(-1, -1, +1, 1.0f, 0.0f), new Vert(-1, +1, +1, 0.5f, 0.0f),
// +Y
new Vert(+1, +1, -1, 0.5f, 0.5f), new Vert(-1, +1, -1, 1.0f, 0.5f), new Vert(-1, +1, +1, 1.0f, 0.0f),
new Vert(-1, +1, +1, 1.0f, 0.0f), new Vert(+1, +1, +1, 0.5f, 0.0f), new Vert(+1, +1, -1, 0.5f, 0.5f),
// -Y
new Vert(+1, -1, +1, 1.0f, 0.0f), new Vert(-1, -1, +1, 0.5f, 0.0f), new Vert(-1, -1, -1, 0.5f, 0.5f),
new Vert(-1, -1, -1, 0.5f, 0.5f), new Vert(+1, -1, -1, 1.0f, 0.5f), new Vert(+1, -1, +1, 1.0f, 0.0f),
// +Z
new Vert(+1, +1, +1, 0.5f, 0.0f), new Vert(-1, +1, +1, 0.0f, 0.0f), new Vert(-1, -1, +1, 0.0f, 0.5f),
new Vert(-1, -1, +1, 0.0f, 0.5f), new Vert(+1, -1, +1, 0.5f, 0.5f), new Vert(+1, +1, +1, 0.5f, 0.0f),
// -Z
new Vert(+1, +1, -1, 0.5f, 0.5f), new Vert(-1, +1, -1, 0.0f, 0.5f), new Vert(-1, -1, -1, 0.0f, 1.0f),
new Vert(-1, -1, -1, 0.0f, 1.0f), new Vert(+1, -1, -1, 0.5f, 1.0f), new Vert(+1, +1, -1, 0.5f, 0.5f),
};
private Matrix4 _view = Matrix4.Identity;
private Matrix4 _proj = Matrix4.Identity;
private int _pgm;
private int _texLoc;
private int _tex2Loc;
public HexWindow(int width, int height)
: base(width, height)
{
Width = width;
Height = height;
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
const float s = 200f;
_view = Matrix4.LookAt(10 * Vector3.One, Vector3.Zero, Vector3.UnitZ);
_proj = Matrix4.CreateOrthographic(Width / s, Height / s, 0, 100);
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
var vertsVbo = GL.GenBuffer();
GL.BindBuffer(BufferTarget.ArrayBuffer, vertsVbo);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_verts.Length * Vert.SizeInBytes), _verts,
BufferUsageHint.StaticDraw);
var vs = GL.CreateShader(ShaderType.VertexShader);
GL.ShaderSource(vs, File.ReadAllText("s.vs.glsl"));
GL.CompileShader(vs);
Console.Out.WriteLine("vs:" + GL.GetShaderInfoLog(vs));
var fs = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(fs, File.ReadAllText("s.fs.glsl"));
GL.CompileShader(fs);
Console.Out.WriteLine("fs: " + GL.GetShaderInfoLog(fs));
_pgm = GL.CreateProgram();
GL.AttachShader(_pgm, vs);
GL.AttachShader(_pgm, fs);
GL.LinkProgram(_pgm);
Console.Out.WriteLine("pgm: " + GL.GetProgramInfoLog(_pgm));
GL.BindBuffer(BufferTarget.ArrayBuffer, vertsVbo);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, Vert.SizeInBytes, 0);
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, Vert.SizeInBytes, Vector3.SizeInBytes);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
var texBmp = new Bitmap("tex.png");
_texLoc = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _texLoc);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
(int) TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
(int) TextureMagFilter.Nearest);
var texData = texBmp.LockBits(new Rectangle(0, 0, texBmp.Width, texBmp.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texBmp.Width, texBmp.Height, 0,
PixelFormat.Bgra, PixelType.UnsignedByte, texData.Scan0);
texBmp.UnlockBits(texData);
GL.BindTexture(TextureTarget.Texture2D, 0);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
var tex2Bmp = new Bitmap("tex2.png");
_tex2Loc = GL.GenTexture();
GL.BindTexture(TextureTarget.Texture2D, _tex2Loc);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter,
(int) TextureMinFilter.Nearest);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter,
(int) TextureMagFilter.Nearest);
var tex2Data = tex2Bmp.LockBits(new Rectangle(0, 0, tex2Bmp.Width, tex2Bmp.Height),
ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, tex2Bmp.Width, tex2Bmp.Height, 0,
PixelFormat.Bgra, PixelType.UnsignedByte, tex2Data.Scan0);
tex2Bmp.UnlockBits(tex2Data);
GL.BindTexture(TextureTarget.Texture2D, 0);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(ClientRectangle);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.UseProgram(_pgm);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, _tex2Loc);
GL.Uniform1(GL.GetUniformLocation(_pgm, "tex"), 0);
GL.UniformMatrix4(GL.GetUniformLocation(_pgm, "view"), false, ref _view);
GL.UniformMatrix4(GL.GetUniformLocation(_pgm, "proj"), false, ref _proj);
GL.DrawArrays(PrimitiveType.Triangles, 0, _verts.Length);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, 0);
SwapBuffers();
}
}
}

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@@ -1,203 +1,17 @@
using System;
using System.IO;
using OpenTK;
using OpenTK.Graphics.OpenGL;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace hexworld
{
internal class Game : GameWindow
public class Program
{
#region Constructors
public Game()
: this(1920, 1080)
{
}
public Game(int width, int height)
: base(width, height)
{
Width = width;
Height = height;
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
}
#endregion
#region Shaders
private int _pgmId;
private int _vsId;
private int _fsId;
#region Handles
#endregion
private void LoadShader(string filename, ShaderType type, int program, out int address)
{
address = GL.CreateShader(type);
using (var sr = new StreamReader(filename))
{
GL.ShaderSource(address, sr.ReadToEnd());
}
GL.CompileShader(address);
GL.AttachShader(program, address);
Console.WriteLine(GL.GetShaderInfoLog(address));
}
#endregion
#region Buffers
private int _vboPosition;
private int _cubeVbo;
private int _ibo;
#endregion
#region Data
private float[] _vertdata;
private Cube[] _cubes;
private int[] _indices;
private Matrix4 _view;
private Matrix4 _projection;
#endregion
private void InitProgram()
{
_pgmId = GL.CreateProgram();
LoadShader("vs.glsl", ShaderType.VertexShader, _pgmId, out _vsId);
LoadShader("fs.glsl", ShaderType.FragmentShader, _pgmId, out _fsId);
GL.LinkProgram(_pgmId);
Console.WriteLine(GL.GetProgramInfoLog(_pgmId));
GL.GenBuffers(1, out _vboPosition);
GL.BindBuffer(BufferTarget.ArrayBuffer, _vboPosition);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_vertdata.Length * sizeof(float)), _vertdata,
BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
GL.GenBuffers(1, out _cubeVbo);
GL.BindBuffer(BufferTarget.ArrayBuffer, _cubeVbo);
GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_cubes.Length * sizeof(float) * 6), _cubes,
BufferUsageHint.StaticDraw);
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0);
GL.VertexAttribDivisor(1, 1);
GL.EnableVertexAttribArray(2);
GL.VertexAttribPointer(2, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 3 * sizeof(float));
GL.VertexAttribDivisor(2, 1);
GL.GenBuffers(1, out _ibo);
GL.BindBuffer(BufferTarget.ElementArrayBuffer, _ibo);
GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr) (_indices.Length * sizeof(int)), _indices,
BufferUsageHint.StaticDraw);
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
_vertdata = new[]
{
-.5f, -.5f, -.5f,
-.5f, -.5f, .5f,
-.5f, .5f, -.5f,
-.5f, .5f, .5f,
.5f, -.5f, -.5f,
.5f, -.5f, .5f,
.5f, .5f, -.5f,
.5f, .5f, .5f,
};
_indices = new[]
{
0, 1, 2, 1, 2, 3,
4, 5, 6, 5, 6, 7,
0, 1, 4, 1, 4, 5,
2, 3, 6, 3, 6, 7,
0, 2, 4, 2, 4, 6,
1, 3, 5, 3, 5, 7
};
_cubes = new[]
{
new Cube(new Vector3(2, 2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
new Cube(new Vector3(2, 1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(2, 0, 0), new Vector3(0.1f, 0.9f, 0.1f)),
new Cube(new Vector3(2, -1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(2, -2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
new Cube(new Vector3(1, 2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(1, -2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(0, 2, 0), new Vector3(0.1f, 0.1f, 0.9f)),
new Cube(new Vector3(0, -2, 0), new Vector3(0.1f, 0.1f, 0.9f)),
new Cube(new Vector3(-1, 2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(-1, -2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(-2, 2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
new Cube(new Vector3(-2, 1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(-2, 0, 0), new Vector3(0.1f, 0.9f, 0.1f)),
new Cube(new Vector3(-2, -1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
new Cube(new Vector3(-2, -2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
};
InitProgram();
_view = _projection = Matrix4.Identity;
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(ClientRectangle);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.DrawElementsInstanced(PrimitiveType.Triangles, _indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero,
_cubes.Length);
GL.Flush();
SwapBuffers();
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
_view = Matrix4.LookAt(Vector3.Zero, -Vector3.One, Vector3.UnitZ);
GL.UniformMatrix4(0, false, ref _view);
GL.UniformMatrix4(1, false, ref _projection);
GL.UseProgram(_pgmId);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
float size = 100;
_projection = Matrix4.CreateOrthographic(Width / size, Height / size, -50, 50);
}
public static void Main(string[] args)
{
Game gw;
using (gw = new Game())
using (var gw = new HexWindow(1920, 1080))
{
gw.Run();
}

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@@ -1,10 +0,0 @@
#version 440
in vec4 color;
out vec4 outputColor;
void
main()
{
outputColor = color;
}

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@@ -8,9 +8,10 @@
<OutputType>Exe</OutputType>
<RootNamespace>hexworld</RootNamespace>
<AssemblyName>hexworld</AssemblyName>
<TargetFrameworkVersion>v4.5.2</TargetFrameworkVersion>
<TargetFrameworkVersion>v4.6.1</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
<AutoGenerateBindingRedirects>true</AutoGenerateBindingRedirects>
<TargetFrameworkProfile />
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
@@ -49,20 +50,18 @@
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Cube.cs" />
<Compile Include="Game.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
<None Include="vs.glsl">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<None Include="fs.glsl">
<None Include="s.fs.glsl">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Include="s.vs.glsl">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
</ItemGroup>
@@ -71,5 +70,10 @@
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<ItemGroup>
<Content Include="tex2.png">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</Content>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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hexworld/s.fs.glsl Normal file
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@@ -0,0 +1,10 @@
#version 440
in vec2 vTexCoord;
uniform sampler2D tex;
void main ()
{
gl_FragColor = texture(tex, vTexCoord) + vec4(.1);
}

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hexworld/s.vs.glsl Normal file
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@@ -0,0 +1,15 @@
#version 440
in vec3 pos;
in vec2 texCoord;
out vec2 vTexCoord;
layout (location=1) uniform mat4 view;
layout (location=2) uniform mat4 proj;
void main ()
{
gl_Position = proj*view*vec4(pos, 1);
vTexCoord = texCoord;
}

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@@ -1,17 +0,0 @@
#version 440
layout (location = 0) in vec3 vPosition;
layout (location = 1) in vec3 vColor;
layout (location = 2) in vec3 vOffset;
out vec4 color;
layout (location = 0) uniform mat4 view;
layout (location = 1) uniform mat4 projection;
void main()
{
vec3 pos = vPosition + vOffset;
gl_Position = projection * view * vec4(pos, 1.0);
color = vec4( vColor, 1.0);
}