160 lines
4.9 KiB
C#
160 lines
4.9 KiB
C#
using System;
|
|
using System.Drawing;
|
|
using System.IO;
|
|
using System.Linq;
|
|
using System.Runtime.InteropServices;
|
|
using System.Security.Policy;
|
|
using Diamond;
|
|
using Diamond.Buffers;
|
|
using Diamond.Shaders;
|
|
using Diamond.Textures;
|
|
using Newtonsoft.Json;
|
|
using Newtonsoft.Json.Serialization;
|
|
using OpenTK;
|
|
using OpenTK.Graphics;
|
|
using OpenTK.Graphics.OpenGL4;
|
|
|
|
namespace hexworld
|
|
{
|
|
public partial class HexRender : GameWindow
|
|
{
|
|
private Program _pgm;
|
|
|
|
private Texture _grass;
|
|
private Texture _stone;
|
|
|
|
private Matrix4 _view;
|
|
private Matrix4 _proj;
|
|
|
|
private VBO<Tile> _tileVbo;
|
|
private VBO<Vertex> _cubeVbo;
|
|
|
|
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;
|
|
}
|
|
|
|
private double _t;
|
|
|
|
protected override void OnUpdateFrame(FrameEventArgs e)
|
|
{
|
|
base.OnUpdateFrame(e);
|
|
_t += e.Time;
|
|
|
|
_view = Matrix4.LookAt(10 * Vector3.One, Vector3.Zero, Vector3.UnitZ);
|
|
_proj = Matrix4.CreateOrthographic(Width / 100f, Height / 100f, -100, 100);
|
|
|
|
for (var i = 0; i < 16; i++)
|
|
{
|
|
var ti = tiles[i];
|
|
tiles[i].Position.Z = (float) (Math.Sin((_t + ti.Position.X - ti.Position.Y / 1.5) / 1.5) * .25);
|
|
}
|
|
|
|
_tileVbo.Bind();
|
|
GL.BufferSubData(BufferTarget.ArrayBuffer, (IntPtr) (0), (IntPtr) (16 * 3 * sizeof(float)), tiles);
|
|
VBO.Unbind();
|
|
}
|
|
|
|
protected override void OnLoad(EventArgs e)
|
|
{
|
|
base.OnLoad(e);
|
|
|
|
_cubeVbo = new VBO<Vertex>();
|
|
_cubeVbo.Data(cubeVerts, BufferUsageHint.StaticDraw);
|
|
|
|
_tileVbo = new VBO<Tile>();
|
|
_tileVbo.Data(tiles, BufferUsageHint.DynamicDraw);
|
|
|
|
using (var vs = Shader.FromFile("s.vs.glsl", ShaderType.VertexShader))
|
|
using (var fs = Shader.FromFile("s.fs.glsl", ShaderType.FragmentShader))
|
|
{
|
|
_pgm = Program.FromShaders(vs, fs);
|
|
|
|
if (!vs.Compiled | !fs.Compiled)
|
|
{
|
|
Console.Out.WriteLine("Failed to compile shaders:");
|
|
if (!vs.Compiled)
|
|
Console.Out.WriteLine("Vertex Shader:\n" + vs.Log.Trim());
|
|
if (!fs.Compiled)
|
|
Console.Out.WriteLine("Fragment Shader:\n" + fs.Log.Trim());
|
|
Console.Out.WriteLine("Press any key to exit.");
|
|
Console.ReadKey();
|
|
Exit();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!_pgm.LinkStatus)
|
|
{
|
|
Console.Out.WriteLine("Failed to link program:");
|
|
Console.Out.WriteLine(_pgm.Log.Trim());
|
|
Console.Out.WriteLine("Press any key to exit.");
|
|
Console.ReadKey();
|
|
Exit();
|
|
return;
|
|
}
|
|
|
|
_cubeVbo.AttribPointers(_pgm);
|
|
_tileVbo.AttribPointers(_pgm);
|
|
|
|
_grass = Texture.FromBitmap(new Bitmap("grass.png"));
|
|
_stone = Texture.FromBitmap(new Bitmap("stone.png"));
|
|
}
|
|
|
|
protected override void OnClosed(EventArgs e)
|
|
{
|
|
base.OnClosed(e);
|
|
|
|
_pgm.Dispose();
|
|
|
|
_grass.Dispose();
|
|
_stone.Dispose();
|
|
|
|
_tileVbo.Dispose();
|
|
_cubeVbo.Dispose();
|
|
}
|
|
|
|
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);
|
|
GL.Enable(EnableCap.CullFace);
|
|
GL.CullFace(CullFaceMode.Back);
|
|
|
|
_pgm.Use();
|
|
_pgm.EnableAllAttribArrays();
|
|
|
|
_grass.Bind(0);
|
|
_stone.Bind(1);
|
|
|
|
GL.Uniform1(_pgm.GetUniform("tex"), 0);
|
|
GL.UniformMatrix4(_pgm.GetUniform("view"), false, ref _view);
|
|
GL.UniformMatrix4(_pgm.GetUniform("proj"), false, ref _proj);
|
|
|
|
GL.DrawArraysInstancedBaseInstance(PrimitiveType.Triangles, 0, 36, 16, 0);
|
|
|
|
GL.Uniform1(_pgm.GetUniform("tex"), 1);
|
|
GL.UniformMatrix4(_pgm.GetUniform("view"), false, ref _view);
|
|
GL.UniformMatrix4(_pgm.GetUniform("proj"), false, ref _proj);
|
|
|
|
GL.DrawArraysInstancedBaseInstance(PrimitiveType.Triangles, 0, 36, 5, 16);
|
|
|
|
_pgm.DisableAllAttribArrays();
|
|
|
|
SwapBuffers();
|
|
}
|
|
}
|
|
} |