Migrate to Factory/Wrapper - HexRender complete

This commit is contained in:
2017-03-01 01:48:09 -05:00
parent a37dda46a0
commit aa6b4d4b68
3 changed files with 37 additions and 22 deletions

View File

@@ -16,6 +16,6 @@
<rules>
<logger name="*" minlevel="Info" writeTo="file"/>
<logger name="*" minlevel="Debug" writeTo="debug"/>
<logger name="*" minlevel="Trace" writeTo="debug"/>
</rules>
</nlog>

View File

@@ -124,7 +124,7 @@ namespace Diamond.Shaders
{
if (shaders == null)
{
Logger.Error("Cannot create a program with no shaders.");
Logger.Error("Cannot create program {0} with no shaders.", name);
return null;
}
@@ -134,7 +134,16 @@ namespace Diamond.Shaders
Logger.Debug("Created {0}", service);
foreach (var shader in shaders)
{
if (shader == null)
{
Logger.Error("One or more shaders failed to compile - cannot create program {0}", name);
service.Dispose();
return null;
}
wrapper.Attach((ShaderWrapper) shader.Wrapper);
}
service.Link();
@@ -162,7 +171,9 @@ namespace Diamond.Shaders
return FromShaders(name, shaderList);
}
public static Program FromFiles(string name, params string[] paths) => FromShaders(name, paths.Select(Shader.FromFile));
public static Program FromFiles(string name, params string[] paths) => FromShaders(name,
paths.Select(Shader.FromFile));
public static Program FromFiles(params string[] paths) => FromShaders(paths.Select(Shader.FromFile));
#endregion

View File

@@ -73,9 +73,6 @@ namespace hexworld
_doorTex = Texture.FromFile("res/door.png");
_grassTex = Texture.FromFile("res/grass.png");
_meshBuffer = new GLBuffer<ObjVertex>(BufferTarget.ArrayBuffer);
_tileBuffer = new GLBuffer<TileData>(BufferTarget.ArrayBuffer, BufferUsageHint.DynamicDraw);
var dir = "res";
var json = JObject.Parse(File.ReadAllText("res/level.json"));
@@ -93,8 +90,6 @@ namespace hexworld
_doorTiles = allTiles[0];
_floorTiles = allTiles[1];
_tileBuffer.Data(SubArray.Join(_doorTiles, _floorTiles));
var cubeMesh = json["models"]
.Select(path => (string) path)
.Select(path => Path.Combine(dir, path))
@@ -104,12 +99,10 @@ namespace hexworld
_cubeMesh = cubeMesh;
_meshBuffer.Data(cubeMesh.Vertices.ToArray());
// meshes, tiles, etc
// can still use JObject queries to keep it short,
// but don't use Level. hat structure is broken
_tileBuffer = GLBuffer.FromData(SubArray.Join(_doorTiles, _floorTiles), BufferTarget.ArrayBuffer,
BufferUsageHint.DynamicDraw, "tile");
_meshBuffer = GLBuffer.FromData(cubeMesh.Vertices.ToArray(), BufferTarget.ArrayBuffer,
BufferUsageHint.StaticDraw, "mesh");
}
protected override void OnUpdateFrame(FrameEventArgs e)
@@ -137,18 +130,29 @@ namespace hexworld
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
_texPgm.Use();
_texPgm.SetAttribPointers(_meshBuffer);
_texPgm.SetAttribPointers(_tileBuffer);
if (_texPgm != null)
{
_texPgm.Use();
_grassTex.Bind(0);
_meshBuffer.PointTo(_texPgm);
_tileBuffer.PointTo(_texPgm);
GL.Uniform1(_texPgm.GetUniform("tex"), 0);
GL.UniformMatrix4(_texPgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(_texPgm.GetUniform("proj"), false, ref _proj);
_grassTex.Bind(0);
_cubeMesh.DrawInstanced(_floorTiles);
var texLoc = _texPgm.UniformLocation("tex");
var viewLoc = _texPgm.UniformLocation("view");
var projLoc = _texPgm.UniformLocation("proj");
if (texLoc.HasValue)
GL.Uniform1(texLoc.Value, 0);
if (viewLoc.HasValue)
GL.UniformMatrix4(viewLoc.Value, false, ref _view);
if (projLoc.HasValue)
GL.UniformMatrix4(projLoc.Value, false, ref _proj);
_cubeMesh.DrawInstanced(_floorTiles);
}
SwapBuffers();
}