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Diamond/hexworld/HexRender.cs

156 lines
4.4 KiB
C#

using System;
using System.Drawing;
using System.IO;
using System.Linq;
using Diamond;
using Diamond.Buffers;
using Diamond.Level;
using Diamond.Shaders;
using Diamond.Textures;
using Diamond.Util;
using Newtonsoft.Json.Linq;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
namespace hexworld
{
public class HexRender : GameWindow
{
#region Fields
#region GLObjects
private Program _texPgm;
private Texture _doorTex;
private Texture _grassTex;
private GLBuffer<ObjVertex> _meshBuffer;
private GLBuffer<TileData> _tileBuffer;
protected override void OnClosed(EventArgs e)
{
_texPgm?.Dispose();
_doorTex?.Dispose();
_grassTex?.Dispose();
_meshBuffer?.Dispose();
_tileBuffer?.Dispose();
}
#endregion
private SubArray<TileData> _floorTiles;
private SubArray<TileData> _doorTiles;
private Mesh<ObjVertex> _cubeMesh;
private Matrix4 _view;
private Matrix4 _proj;
private double _time;
#endregion
public HexRender(int width, int height)
: base(width, height, new GraphicsMode(32, 24, 0, 0))
{
Width = width;
Height = Height;
X = (DisplayDevice.Default.Width - Width) / 2;
Y = (DisplayDevice.Default.Height - Height) / 2;
}
protected override void OnLoad(EventArgs e)
{
base.OnLoad(e);
_texPgm = Program.FromFiles("res/obj.vs.glsl", "res/obj.fs.glsl");
_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"));
var allTiles = json["tiles"]
.GroupBy(ti => ti["tex"])
.Select(g => g
.Select(ti => ti["pos"])
.Select(pos => pos.ToObject<Vector3>())
.Select(pos => new TileData(pos))
.ToArray())
.Select(arr => new SubArray<TileData>(arr))
.ToArray();
_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))
.Select(path => Mesh.FromObj(path, false))
.SelectMany(meshes => meshes)
.First(mesh => mesh.Name == "Cube");
_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
}
protected override void OnUpdateFrame(FrameEventArgs e)
{
base.OnUpdateFrame(e);
_time += e.Time;
_view = Matrix4.CreateRotationZ((float) _time / 3) *
Matrix4.LookAt(10 * Vector3.One, Vector3.Zero, Vector3.UnitZ);
_proj = Matrix4.CreateOrthographic(Width / 100f, Height / 100f, -100, 100);
}
protected override void OnRenderFrame(FrameEventArgs e)
{
base.OnRenderFrame(e);
GL.Viewport(ClientRectangle);
GL.ClearColor(0.2392157F, 0.5607843F, 0.9960784F, 1f);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.Enable(EnableCap.DepthTest);
GL.DepthFunc(DepthFunction.Lequal);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
_texPgm.Use();
_texPgm.SetAttribPointers(_meshBuffer);
_texPgm.SetAttribPointers(_tileBuffer);
_grassTex.Bind(0);
GL.Uniform1(_texPgm.GetUniform("tex"), 0);
GL.UniformMatrix4(_texPgm.GetUniform("view"), false, ref _view);
GL.UniformMatrix4(_texPgm.GetUniform("proj"), false, ref _proj);
_cubeMesh.DrawInstanced(_floorTiles);
SwapBuffers();
}
}
}