initial commit to new instance
This commit is contained in:
commit
8ce55e986d
534
.gitignore
vendored
Normal file
534
.gitignore
vendored
Normal file
|
@ -0,0 +1,534 @@
|
|||
# ---> JetBrains
|
||||
# Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider
|
||||
# Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839
|
||||
|
||||
# User-specific stuff
|
||||
.idea/**/workspace.xml
|
||||
.idea/**/tasks.xml
|
||||
.idea/**/usage.statistics.xml
|
||||
.idea/**/dictionaries
|
||||
.idea/**/shelf
|
||||
|
||||
# AWS User-specific
|
||||
.idea/**/aws.xml
|
||||
|
||||
# Generated files
|
||||
.idea/**/contentModel.xml
|
||||
|
||||
# Sensitive or high-churn files
|
||||
.idea/**/dataSources/
|
||||
.idea/**/dataSources.ids
|
||||
.idea/**/dataSources.local.xml
|
||||
.idea/**/sqlDataSources.xml
|
||||
.idea/**/dynamic.xml
|
||||
.idea/**/uiDesigner.xml
|
||||
.idea/**/dbnavigator.xml
|
||||
|
||||
# Gradle
|
||||
.idea/**/gradle.xml
|
||||
.idea/**/libraries
|
||||
|
||||
# Gradle and Maven with auto-import
|
||||
# When using Gradle or Maven with auto-import, you should exclude module files,
|
||||
# since they will be recreated, and may cause churn. Uncomment if using
|
||||
# auto-import.
|
||||
# .idea/artifacts
|
||||
# .idea/compiler.xml
|
||||
# .idea/jarRepositories.xml
|
||||
# .idea/modules.xml
|
||||
# .idea/*.iml
|
||||
# .idea/modules
|
||||
# *.iml
|
||||
# *.ipr
|
||||
|
||||
# CMake
|
||||
cmake-build-*/
|
||||
|
||||
# Mongo Explorer plugin
|
||||
.idea/**/mongoSettings.xml
|
||||
|
||||
# File-based project format
|
||||
*.iws
|
||||
|
||||
# IntelliJ
|
||||
out/
|
||||
|
||||
# mpeltonen/sbt-idea plugin
|
||||
.idea_modules/
|
||||
|
||||
# JIRA plugin
|
||||
atlassian-ide-plugin.xml
|
||||
|
||||
# Cursive Clojure plugin
|
||||
.idea/replstate.xml
|
||||
|
||||
# SonarLint plugin
|
||||
.idea/sonarlint/
|
||||
|
||||
# Crashlytics plugin (for Android Studio and IntelliJ)
|
||||
com_crashlytics_export_strings.xml
|
||||
crashlytics.properties
|
||||
crashlytics-build.properties
|
||||
fabric.properties
|
||||
|
||||
# Editor-based Rest Client
|
||||
.idea/httpRequests
|
||||
|
||||
# Android studio 3.1+ serialized cache file
|
||||
.idea/caches/build_file_checksums.ser
|
||||
|
||||
# ---> VisualStudio
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
##
|
||||
## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore
|
||||
|
||||
# User-specific files
|
||||
*.rsuser
|
||||
*.suo
|
||||
*.user
|
||||
*.userosscache
|
||||
*.sln.docstates
|
||||
|
||||
# User-specific files (MonoDevelop/Xamarin Studio)
|
||||
*.userprefs
|
||||
|
||||
# Mono auto generated files
|
||||
mono_crash.*
|
||||
|
||||
# Build results
|
||||
[Dd]ebug/
|
||||
[Dd]ebugPublic/
|
||||
[Rr]elease/
|
||||
[Rr]eleases/
|
||||
x64/
|
||||
x86/
|
||||
[Ww][Ii][Nn]32/
|
||||
[Aa][Rr][Mm]/
|
||||
[Aa][Rr][Mm]64/
|
||||
bld/
|
||||
[Bb]in/
|
||||
[Oo]bj/
|
||||
[Ll]og/
|
||||
[Ll]ogs/
|
||||
|
||||
# Visual Studio 2015/2017 cache/options directory
|
||||
.vs/
|
||||
# Uncomment if you have tasks that create the project's static files in wwwroot
|
||||
#wwwroot/
|
||||
|
||||
# Visual Studio 2017 auto generated files
|
||||
Generated\ Files/
|
||||
|
||||
# MSTest test Results
|
||||
[Tt]est[Rr]esult*/
|
||||
[Bb]uild[Ll]og.*
|
||||
|
||||
# NUnit
|
||||
*.VisualState.xml
|
||||
TestResult.xml
|
||||
nunit-*.xml
|
||||
|
||||
# Build Results of an ATL Project
|
||||
[Dd]ebugPS/
|
||||
[Rr]eleasePS/
|
||||
dlldata.c
|
||||
|
||||
# Benchmark Results
|
||||
BenchmarkDotNet.Artifacts/
|
||||
|
||||
# .NET Core
|
||||
project.lock.json
|
||||
project.fragment.lock.json
|
||||
artifacts/
|
||||
|
||||
# ASP.NET Scaffolding
|
||||
ScaffoldingReadMe.txt
|
||||
|
||||
# StyleCop
|
||||
StyleCopReport.xml
|
||||
|
||||
# Files built by Visual Studio
|
||||
*_i.c
|
||||
*_p.c
|
||||
*_h.h
|
||||
*.ilk
|
||||
*.meta
|
||||
*.obj
|
||||
*.iobj
|
||||
*.pch
|
||||
*.pdb
|
||||
*.ipdb
|
||||
*.pgc
|
||||
*.pgd
|
||||
*.rsp
|
||||
*.sbr
|
||||
*.tlb
|
||||
*.tli
|
||||
*.tlh
|
||||
*.tmp
|
||||
*.tmp_proj
|
||||
*_wpftmp.csproj
|
||||
*.log
|
||||
*.tlog
|
||||
*.vspscc
|
||||
*.vssscc
|
||||
.builds
|
||||
*.pidb
|
||||
*.svclog
|
||||
*.scc
|
||||
|
||||
# Chutzpah Test files
|
||||
_Chutzpah*
|
||||
|
||||
# Visual C++ cache files
|
||||
ipch/
|
||||
*.aps
|
||||
*.ncb
|
||||
*.opendb
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.cachefile
|
||||
*.VC.db
|
||||
*.VC.VC.opendb
|
||||
|
||||
# Visual Studio profiler
|
||||
*.psess
|
||||
*.vsp
|
||||
*.vspx
|
||||
*.sap
|
||||
|
||||
# Visual Studio Trace Files
|
||||
*.e2e
|
||||
|
||||
# TFS 2012 Local Workspace
|
||||
$tf/
|
||||
|
||||
# Guidance Automation Toolkit
|
||||
*.gpState
|
||||
|
||||
# ReSharper is a .NET coding add-in
|
||||
_ReSharper*/
|
||||
*.[Rr]e[Ss]harper
|
||||
*.DotSettings.user
|
||||
|
||||
# TeamCity is a build add-in
|
||||
_TeamCity*
|
||||
|
||||
# DotCover is a Code Coverage Tool
|
||||
*.dotCover
|
||||
|
||||
# AxoCover is a Code Coverage Tool
|
||||
.axoCover/*
|
||||
!.axoCover/settings.json
|
||||
|
||||
# Coverlet is a free, cross platform Code Coverage Tool
|
||||
coverage*.json
|
||||
coverage*.xml
|
||||
coverage*.info
|
||||
|
||||
# Visual Studio code coverage results
|
||||
*.coverage
|
||||
*.coveragexml
|
||||
|
||||
# NCrunch
|
||||
_NCrunch_*
|
||||
.*crunch*.local.xml
|
||||
nCrunchTemp_*
|
||||
|
||||
# MightyMoose
|
||||
*.mm.*
|
||||
AutoTest.Net/
|
||||
|
||||
# Web workbench (sass)
|
||||
.sass-cache/
|
||||
|
||||
# Installshield output folder
|
||||
[Ee]xpress/
|
||||
|
||||
# DocProject is a documentation generator add-in
|
||||
DocProject/buildhelp/
|
||||
DocProject/Help/*.HxT
|
||||
DocProject/Help/*.HxC
|
||||
DocProject/Help/*.hhc
|
||||
DocProject/Help/*.hhk
|
||||
DocProject/Help/*.hhp
|
||||
DocProject/Help/Html2
|
||||
DocProject/Help/html
|
||||
|
||||
# Click-Once directory
|
||||
publish/
|
||||
|
||||
# Publish Web Output
|
||||
*.[Pp]ublish.xml
|
||||
*.azurePubxml
|
||||
# Note: Comment the next line if you want to checkin your web deploy settings,
|
||||
# but database connection strings (with potential passwords) will be unencrypted
|
||||
*.pubxml
|
||||
*.publishproj
|
||||
|
||||
# Microsoft Azure Web App publish settings. Comment the next line if you want to
|
||||
# checkin your Azure Web App publish settings, but sensitive information contained
|
||||
# in these scripts will be unencrypted
|
||||
PublishScripts/
|
||||
|
||||
# NuGet Packages
|
||||
*.nupkg
|
||||
# NuGet Symbol Packages
|
||||
*.snupkg
|
||||
# The packages folder can be ignored because of Package Restore
|
||||
**/[Pp]ackages/*
|
||||
# except build/, which is used as an MSBuild target.
|
||||
!**/[Pp]ackages/build/
|
||||
# Uncomment if necessary however generally it will be regenerated when needed
|
||||
#!**/[Pp]ackages/repositories.config
|
||||
# NuGet v3's project.json files produces more ignorable files
|
||||
*.nuget.props
|
||||
*.nuget.targets
|
||||
|
||||
# Microsoft Azure Build Output
|
||||
csx/
|
||||
*.build.csdef
|
||||
|
||||
# Microsoft Azure Emulator
|
||||
ecf/
|
||||
rcf/
|
||||
|
||||
# Windows Store app package directories and files
|
||||
AppPackages/
|
||||
BundleArtifacts/
|
||||
Package.StoreAssociation.xml
|
||||
_pkginfo.txt
|
||||
*.appx
|
||||
*.appxbundle
|
||||
*.appxupload
|
||||
|
||||
# Visual Studio cache files
|
||||
# files ending in .cache can be ignored
|
||||
*.[Cc]ache
|
||||
# but keep track of directories ending in .cache
|
||||
!?*.[Cc]ache/
|
||||
|
||||
# Others
|
||||
ClientBin/
|
||||
~$*
|
||||
*~
|
||||
*.dbmdl
|
||||
*.dbproj.schemaview
|
||||
*.jfm
|
||||
*.pfx
|
||||
*.publishsettings
|
||||
orleans.codegen.cs
|
||||
|
||||
# Including strong name files can present a security risk
|
||||
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
|
||||
#*.snk
|
||||
|
||||
# Since there are multiple workflows, uncomment next line to ignore bower_components
|
||||
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
|
||||
#bower_components/
|
||||
|
||||
# RIA/Silverlight projects
|
||||
Generated_Code/
|
||||
|
||||
# Backup & report files from converting an old project file
|
||||
# to a newer Visual Studio version. Backup files are not needed,
|
||||
# because we have git ;-)
|
||||
_UpgradeReport_Files/
|
||||
Backup*/
|
||||
UpgradeLog*.XML
|
||||
UpgradeLog*.htm
|
||||
ServiceFabricBackup/
|
||||
*.rptproj.bak
|
||||
|
||||
# SQL Server files
|
||||
*.mdf
|
||||
*.ldf
|
||||
*.ndf
|
||||
|
||||
# Business Intelligence projects
|
||||
*.rdl.data
|
||||
*.bim.layout
|
||||
*.bim_*.settings
|
||||
*.rptproj.rsuser
|
||||
*- [Bb]ackup.rdl
|
||||
*- [Bb]ackup ([0-9]).rdl
|
||||
*- [Bb]ackup ([0-9][0-9]).rdl
|
||||
|
||||
# Microsoft Fakes
|
||||
FakesAssemblies/
|
||||
|
||||
# GhostDoc plugin setting file
|
||||
*.GhostDoc.xml
|
||||
|
||||
# Node.js Tools for Visual Studio
|
||||
.ntvs_analysis.dat
|
||||
node_modules/
|
||||
|
||||
# Visual Studio 6 build log
|
||||
*.plg
|
||||
|
||||
# Visual Studio 6 workspace options file
|
||||
*.opt
|
||||
|
||||
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
|
||||
*.vbw
|
||||
|
||||
# Visual Studio 6 auto-generated project file (contains which files were open etc.)
|
||||
*.vbp
|
||||
|
||||
# Visual Studio 6 workspace and project file (working project files containing files to include in project)
|
||||
*.dsw
|
||||
*.dsp
|
||||
|
||||
# Visual Studio 6 technical files
|
||||
*.ncb
|
||||
*.aps
|
||||
|
||||
# Visual Studio LightSwitch build output
|
||||
**/*.HTMLClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/GeneratedArtifacts
|
||||
**/*.DesktopClient/ModelManifest.xml
|
||||
**/*.Server/GeneratedArtifacts
|
||||
**/*.Server/ModelManifest.xml
|
||||
_Pvt_Extensions
|
||||
|
||||
# Paket dependency manager
|
||||
.paket/paket.exe
|
||||
paket-files/
|
||||
|
||||
# FAKE - F# Make
|
||||
.fake/
|
||||
|
||||
# CodeRush personal settings
|
||||
.cr/personal
|
||||
|
||||
# Python Tools for Visual Studio (PTVS)
|
||||
__pycache__/
|
||||
*.pyc
|
||||
|
||||
# Cake - Uncomment if you are using it
|
||||
# tools/**
|
||||
# !tools/packages.config
|
||||
|
||||
# Tabs Studio
|
||||
*.tss
|
||||
|
||||
# Telerik's JustMock configuration file
|
||||
*.jmconfig
|
||||
|
||||
# BizTalk build output
|
||||
*.btp.cs
|
||||
*.btm.cs
|
||||
*.odx.cs
|
||||
*.xsd.cs
|
||||
|
||||
# OpenCover UI analysis results
|
||||
OpenCover/
|
||||
|
||||
# Azure Stream Analytics local run output
|
||||
ASALocalRun/
|
||||
|
||||
# MSBuild Binary and Structured Log
|
||||
*.binlog
|
||||
|
||||
# NVidia Nsight GPU debugger configuration file
|
||||
*.nvuser
|
||||
|
||||
# MFractors (Xamarin productivity tool) working folder
|
||||
.mfractor/
|
||||
|
||||
# Local History for Visual Studio
|
||||
.localhistory/
|
||||
|
||||
# Visual Studio History (VSHistory) files
|
||||
.vshistory/
|
||||
|
||||
# BeatPulse healthcheck temp database
|
||||
healthchecksdb
|
||||
|
||||
# Backup folder for Package Reference Convert tool in Visual Studio 2017
|
||||
MigrationBackup/
|
||||
|
||||
# Ionide (cross platform F# VS Code tools) working folder
|
||||
.ionide/
|
||||
|
||||
# Fody - auto-generated XML schema
|
||||
FodyWeavers.xsd
|
||||
|
||||
# VS Code files for those working on multiple tools
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
*.code-workspace
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Windows Installer files from build outputs
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# JetBrains Rider
|
||||
*.sln.iml
|
||||
|
||||
# ---> VisualStudioCode
|
||||
.vscode/*
|
||||
!.vscode/settings.json
|
||||
!.vscode/tasks.json
|
||||
!.vscode/launch.json
|
||||
!.vscode/extensions.json
|
||||
!.vscode/*.code-snippets
|
||||
|
||||
# Local History for Visual Studio Code
|
||||
.history/
|
||||
|
||||
# Built Visual Studio Code Extensions
|
||||
*.vsix
|
||||
|
||||
# ---> Windows
|
||||
# Windows thumbnail cache files
|
||||
Thumbs.db
|
||||
Thumbs.db:encryptable
|
||||
ehthumbs.db
|
||||
ehthumbs_vista.db
|
||||
|
||||
# Dump file
|
||||
*.stackdump
|
||||
|
||||
# Folder config file
|
||||
[Dd]esktop.ini
|
||||
|
||||
# Recycle Bin used on file shares
|
||||
$RECYCLE.BIN/
|
||||
|
||||
# Windows Installer files
|
||||
*.cab
|
||||
*.msi
|
||||
*.msix
|
||||
*.msm
|
||||
*.msp
|
||||
|
||||
# Windows shortcuts
|
||||
*.lnk
|
||||
|
||||
# ---> Linux
|
||||
*~
|
||||
|
||||
# temporary files which can be created if a process still has a handle open of a deleted file
|
||||
.fuse_hidden*
|
||||
|
||||
# KDE directory preferences
|
||||
.directory
|
||||
|
||||
# Linux trash folder which might appear on any partition or disk
|
||||
.Trash-*
|
||||
|
||||
# .nfs files are created when an open file is removed but is still being accessed
|
||||
.nfs*
|
||||
|
1
Nebulix.Test/GlobalUsings.cs
Normal file
1
Nebulix.Test/GlobalUsings.cs
Normal file
|
@ -0,0 +1 @@
|
|||
global using Xunit;
|
29
Nebulix.Test/Nebulix.Test.csproj
Normal file
29
Nebulix.Test/Nebulix.Test.csproj
Normal file
|
@ -0,0 +1,29 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
|
||||
<IsPackable>false</IsPackable>
|
||||
<IsTestProject>true</IsTestProject>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="17.5.0" />
|
||||
<PackageReference Include="xunit" Version="2.4.2" />
|
||||
<PackageReference Include="xunit.runner.visualstudio" Version="2.4.5">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
<PackageReference Include="coverlet.collector" Version="3.2.0">
|
||||
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
|
||||
<PrivateAssets>all</PrivateAssets>
|
||||
</PackageReference>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Nebulix\Nebulix.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
12
Nebulix.Test/TestInputSystem.cs
Normal file
12
Nebulix.Test/TestInputSystem.cs
Normal file
|
@ -0,0 +1,12 @@
|
|||
using Nebulix.InputSystem;
|
||||
|
||||
namespace Nebulix.Test
|
||||
{
|
||||
public class TestInputSystem
|
||||
{
|
||||
[Fact]
|
||||
public void IfSingleKeyIsPressed_InputIsKeyPressedShouldReturnTrue()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
66
Nebulix/InputSystem/Input.cs
Normal file
66
Nebulix/InputSystem/Input.cs
Normal file
|
@ -0,0 +1,66 @@
|
|||
using Silk.NET.Input;
|
||||
using System.Reflection.Metadata.Ecma335;
|
||||
|
||||
namespace Nebulix.InputSystem;
|
||||
|
||||
/// <summary>
|
||||
/// Provides functionality for processing Input of all connected keyboards and mice
|
||||
/// </summary>
|
||||
public static class Input
|
||||
{
|
||||
// TODO: Should provide methods to check if a key/multiple keys is/are pressed as well as fire events on KeyDown, KeyUp and KeyDownUp (kinda like Mouse.Click)
|
||||
// Make this class static if possible with events and make the Init method only accessible to internal so when the engine, which will be implemented later in this assembly, gets loaded, it can be initialised
|
||||
// Basically -> Engine creates window and provides all the OnLoad, OnUpdate, OnFixedUpdate etc stuff (prolly not OnRender) and in the OnLoad the InputContext will be created which can then call Init
|
||||
|
||||
private static ISet<Key> PressedKeys { get; } = new HashSet<Key>();
|
||||
|
||||
public static void Init(IInputContext inputContext) // Todo: Make this internal
|
||||
{
|
||||
foreach (var keyboard in inputContext.Keyboards)
|
||||
{
|
||||
keyboard.KeyDown += OnKeyDown;
|
||||
keyboard.KeyUp += OnKeyUp;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If at least one key is pressed, this method returns true
|
||||
/// </summary>
|
||||
public static bool AnyKeyPressed() => PressedKeys.Count > 0;
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the given key is pressed and returns true if it is.
|
||||
/// </summary>
|
||||
public static bool IsKeyPressed(Key key) => PressedKeys.Contains(key);
|
||||
|
||||
/// <summary>
|
||||
/// Checks if the given keys are pressed according to the <paramref name="all"/> flag.
|
||||
/// </summary>
|
||||
/// <param name="keys">The keys which should be pressed</param>
|
||||
/// <param name="all">If set to true, all keys need to be pressed. Otherwise, this method returns true if at least one key is pressed</param>
|
||||
/// <returns>True if the given keys are pressed.</returns>
|
||||
public static bool IsKeyPressed(IEnumerable<Key> keys, bool all)
|
||||
{
|
||||
List<Key> searchKeys = keys.ToList();
|
||||
int count = 0;
|
||||
foreach (var key in searchKeys)
|
||||
{
|
||||
if (IsKeyPressed(key))
|
||||
{
|
||||
count++;
|
||||
if (!all) return true;
|
||||
}
|
||||
}
|
||||
|
||||
return count == searchKeys.Count;
|
||||
}
|
||||
|
||||
private static void OnKeyDown(IKeyboard keyboard, Key key, int keyCode)
|
||||
{
|
||||
PressedKeys.Add(key);
|
||||
}
|
||||
private static void OnKeyUp(IKeyboard keyboard, Key key, int keyCode)
|
||||
{
|
||||
PressedKeys.Remove(key);
|
||||
}
|
||||
}
|
13
Nebulix/Nebulix.csproj
Normal file
13
Nebulix/Nebulix.csproj
Normal file
|
@ -0,0 +1,13 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Silk.NET.Input" Version="2.17.1" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
113
src/Camera/Camera.cs
Normal file
113
src/Camera/Camera.cs
Normal file
|
@ -0,0 +1,113 @@
|
|||
using Silk.NET.Maths;
|
||||
|
||||
namespace Engine_silk.NET;
|
||||
|
||||
public enum MovementDirection
|
||||
{
|
||||
Forward,
|
||||
Backward,
|
||||
Left,
|
||||
Right,
|
||||
Up,
|
||||
Down,
|
||||
}
|
||||
|
||||
public class Camera
|
||||
{
|
||||
private readonly Vector3D<float> _worldUp;
|
||||
private Vector3D<float> _position;
|
||||
private Vector3D<float> _front;
|
||||
private Vector3D<float> _right;
|
||||
private Vector3D<float> _up;
|
||||
private float _yaw;
|
||||
private float _pitch;
|
||||
private float _movementSpeed;
|
||||
|
||||
/// <summary>
|
||||
/// The view matrix according to the current camera position and rotation
|
||||
/// </summary>
|
||||
public Matrix4X4<float> ViewMatrix { get => Matrix4X4.CreateLookAt(_position, _position + _front, _worldUp); }
|
||||
public float MouseSensitivity { get; set; } = 0.1f;
|
||||
/// <summary>
|
||||
/// Controlls how fast the camera moves if a key is pressed
|
||||
/// </summary>
|
||||
public float MovementSpeed { get; set; } = 2.5f;
|
||||
public float Fov { get; set; }
|
||||
|
||||
public Camera(Vector3D<float> position, float yaw = -90.0f, float pitch = 0, float movementSpeed = 2.5f, float fov = 45.0f)
|
||||
{
|
||||
_position = position;
|
||||
_yaw = yaw;
|
||||
_pitch = pitch;
|
||||
_movementSpeed = movementSpeed;
|
||||
Fov = fov;
|
||||
_worldUp = Vector3D<float>.UnitY;
|
||||
|
||||
UpdateCameraVectors();
|
||||
}
|
||||
|
||||
public void ProcessKeyboard(float deltaTime, MovementDirection direction)
|
||||
{
|
||||
float velocity = MovementSpeed * deltaTime;
|
||||
|
||||
switch (direction)
|
||||
{
|
||||
case MovementDirection.Forward:
|
||||
_position += _front * velocity;
|
||||
break;
|
||||
case MovementDirection.Backward:
|
||||
_position -= _front * velocity;
|
||||
break;
|
||||
case MovementDirection.Left:
|
||||
_position -= _right * velocity;
|
||||
break;
|
||||
case MovementDirection.Right:
|
||||
_position += _right * velocity;
|
||||
break;
|
||||
case MovementDirection.Up:
|
||||
_position += _up * velocity;
|
||||
break;
|
||||
case MovementDirection.Down:
|
||||
_position -= _up * velocity;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
public void ProcessMouseMovement(float xOffset, float yOffset)
|
||||
{
|
||||
xOffset *= MouseSensitivity; yOffset *= MouseSensitivity;
|
||||
|
||||
_yaw += xOffset;
|
||||
_pitch += yOffset;
|
||||
|
||||
if (_pitch > 89.0f)
|
||||
_pitch = 89.0f;
|
||||
else if (_pitch < -89.0f)
|
||||
_pitch = -89.0f;
|
||||
|
||||
UpdateCameraVectors(); // Recalculate front, right and up vectors since the view angle has changed
|
||||
}
|
||||
|
||||
public void ProcessMouseScroll(float yOffset)
|
||||
{
|
||||
Fov -= yOffset;
|
||||
if (Fov < 1.0f)
|
||||
Fov = 1.0f;
|
||||
if (Fov > 90.0f)
|
||||
Fov = 90.0f;
|
||||
}
|
||||
|
||||
private void UpdateCameraVectors()
|
||||
{
|
||||
Vector3D<float> front = new(
|
||||
MathF.Cos(Maths.Convert.ToRadians(_yaw)) * MathF.Cos(Maths.Convert.ToRadians(_pitch)),
|
||||
MathF.Sin(Maths.Convert.ToRadians(_pitch)),
|
||||
MathF.Sin(Maths.Convert.ToRadians(_yaw)) * MathF.Cos(Maths.Convert.ToRadians(_pitch))
|
||||
);
|
||||
_front = Vector3D.Normalize(front);
|
||||
|
||||
_right = Vector3D.Normalize(Vector3D.Cross(_front, _worldUp));
|
||||
_up = Vector3D.Normalize(Vector3D.Cross(_right, _front));
|
||||
}
|
||||
|
||||
}
|
41
src/Engine_silk.NET.csproj
Normal file
41
src/Engine_silk.NET.csproj
Normal file
|
@ -0,0 +1,41 @@
|
|||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
|
||||
<PropertyGroup>
|
||||
<OutputType>Exe</OutputType>
|
||||
<TargetFramework>net6.0</TargetFramework>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<Nullable>enable</Nullable>
|
||||
<AllowUnsafeBlocks>True</AllowUnsafeBlocks>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Silk.NET.Input" Version="2.17.1" />
|
||||
<PackageReference Include="Silk.NET.OpenGL" Version="2.17.1" />
|
||||
<PackageReference Include="Silk.NET.Windowing" Version="2.17.1" />
|
||||
<PackageReference Include="StbImageSharp" Version="2.27.13" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<None Update="images\container.jpg">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Update="images\container.png">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Update="shader.frag">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
<None Update="shader.vert">
|
||||
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
|
||||
</None>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Folder Include="images\" />
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\Nebulix\Nebulix.csproj" />
|
||||
</ItemGroup>
|
||||
|
||||
</Project>
|
40
src/Engine_silk.NET.sln
Normal file
40
src/Engine_silk.NET.sln
Normal file
|
@ -0,0 +1,40 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.7.34031.279
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Engine_silk.NET", "Engine_silk.NET.csproj", "{FDB52744-20D9-4ED3-AE8E-73466169E83D}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nebulix", "..\Nebulix\Nebulix.csproj", "{0DEED1E3-932E-47C3-AF2D-FCA74000908E}"
|
||||
EndProject
|
||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Nebulix.Test", "..\Nebulix.Test\Nebulix.Test.csproj", "{60B8C905-7AC4-45EE-BAB1-26D3F826124B}"
|
||||
ProjectSection(ProjectDependencies) = postProject
|
||||
{0DEED1E3-932E-47C3-AF2D-FCA74000908E} = {0DEED1E3-932E-47C3-AF2D-FCA74000908E}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|Any CPU = Debug|Any CPU
|
||||
Release|Any CPU = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{FDB52744-20D9-4ED3-AE8E-73466169E83D}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{FDB52744-20D9-4ED3-AE8E-73466169E83D}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{FDB52744-20D9-4ED3-AE8E-73466169E83D}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{FDB52744-20D9-4ED3-AE8E-73466169E83D}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{0DEED1E3-932E-47C3-AF2D-FCA74000908E}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{0DEED1E3-932E-47C3-AF2D-FCA74000908E}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{0DEED1E3-932E-47C3-AF2D-FCA74000908E}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{0DEED1E3-932E-47C3-AF2D-FCA74000908E}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
{60B8C905-7AC4-45EE-BAB1-26D3F826124B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||
{60B8C905-7AC4-45EE-BAB1-26D3F826124B}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||
{60B8C905-7AC4-45EE-BAB1-26D3F826124B}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||
{60B8C905-7AC4-45EE-BAB1-26D3F826124B}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {43EA4F27-E976-465D-BBBB-C37937F0515E}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
20
src/Maths/Convert.cs
Normal file
20
src/Maths/Convert.cs
Normal file
|
@ -0,0 +1,20 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Engine_silk.NET.Maths
|
||||
{
|
||||
public static class Convert
|
||||
{
|
||||
public static double ToRadians(double degrees)
|
||||
{
|
||||
return degrees * Math.PI / 180;
|
||||
}
|
||||
public static float ToRadians(float degrees)
|
||||
{
|
||||
return degrees * MathF.PI / 180f;
|
||||
}
|
||||
}
|
||||
}
|
233
src/Program.cs
Normal file
233
src/Program.cs
Normal file
|
@ -0,0 +1,233 @@
|
|||
namespace Engine_silk.NET;
|
||||
|
||||
using Engine_silk.NET.Textures;
|
||||
using Nebulix.InputSystem;
|
||||
using Silk.NET.Input;
|
||||
using Silk.NET.Maths;
|
||||
using Silk.NET.OpenGL;
|
||||
using Silk.NET.Windowing;
|
||||
using System;
|
||||
using System.Drawing;
|
||||
using System.Numerics;
|
||||
|
||||
// Section: https://github.com/dotnet/Silk.NET/tree/main/examples/CSharp/OpenGL%20Tutorials
|
||||
// Chapter: Continue with 1.3
|
||||
|
||||
// Next to do will be cleaning this up by creating a shader class and maybe even an engine class
|
||||
// IEngine -> IEngine.Create(WindowOptions) -> return OpenGLEngine/VulkanEngine maybe?
|
||||
|
||||
public class Program
|
||||
{
|
||||
private const int Width = 800;
|
||||
private const int Height = 600;
|
||||
|
||||
private static IWindow _window;
|
||||
private static GL _gl;
|
||||
private static Shaders.Shader _shader;
|
||||
private static Texture2D _texture;
|
||||
private static Camera _cam;
|
||||
private static Vector2 _lastMousePosition;
|
||||
private static uint _vao, _vbo, _ebo;
|
||||
|
||||
|
||||
|
||||
public static void Main(string[] args)
|
||||
{
|
||||
WindowOptions options = WindowOptions.Default with
|
||||
{
|
||||
Size = new Vector2D<int>(Width, Height),
|
||||
Title = "My first Silk.NET application!"
|
||||
};
|
||||
_window = Window.Create(options);
|
||||
|
||||
_window.Load += OnLoad;
|
||||
_window.Update += OnUpdate;
|
||||
_window.Render += OnRender;
|
||||
|
||||
_window.Run();
|
||||
}
|
||||
|
||||
private static unsafe void OnLoad()
|
||||
{
|
||||
_gl = _window.CreateOpenGL();
|
||||
_gl.ClearColor(Color.CornflowerBlue);
|
||||
_gl.Enable(EnableCap.DepthTest);
|
||||
//_gl.PolygonMode(GLEnum.FrontAndBack, GLEnum.Fill);
|
||||
|
||||
_cam = new Camera(new(0.0f, 0.0f, 3.0f));
|
||||
IInputContext input = _window.CreateInput();
|
||||
Input.Init(input);
|
||||
|
||||
for (int i = 0; i < input.Keyboards.Count; i++)
|
||||
{
|
||||
input.Keyboards[i].KeyDown += OnKeyDown;
|
||||
}
|
||||
for (int i = 0; i < input.Mice.Count; i++)
|
||||
{
|
||||
input.Mice[i].MouseMove += OnMouseMove;
|
||||
input.Mice[i].Cursor.CursorMode = CursorMode.Disabled;
|
||||
}
|
||||
|
||||
_vao = _gl.GenVertexArray();
|
||||
_gl.BindVertexArray(_vao);
|
||||
|
||||
float[] vertices =
|
||||
{
|
||||
// positions // normals // texture coords
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
-0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
|
||||
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
|
||||
0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
|
||||
-0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
|
||||
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
ReadOnlySpan<float> verticesData = new(vertices);
|
||||
//uint[] indices =
|
||||
//{
|
||||
// 0u, 1u, 3u,
|
||||
// 1u, 2u, 3u,
|
||||
|
||||
// 4u, 5u, 7u,
|
||||
// 5u, 6u, 7u,
|
||||
|
||||
// 3u, 2u, 7u,
|
||||
// 7u, 2u, 6u,
|
||||
|
||||
// 0u, 4u, 5u,
|
||||
// 0u, 5u, 1u,
|
||||
|
||||
// 0u, 3u, 7u,
|
||||
// 0u, 7u, 4u,
|
||||
|
||||
// 1u, 6u, 5u,
|
||||
// 1u, 2u, 6u
|
||||
//};
|
||||
|
||||
_vbo = _gl.GenBuffer();
|
||||
_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
|
||||
_gl.BufferData(BufferTargetARB.ArrayBuffer, (nuint)(vertices.Length * sizeof(float)), verticesData, BufferUsageARB.StaticDraw);
|
||||
|
||||
//_ebo = _gl.GenBuffer();
|
||||
//_gl.BindBuffer(BufferTargetARB.ElementArrayBuffer, _ebo);
|
||||
//fixed (uint* buffer = indices)
|
||||
// _gl.BufferData(BufferTargetARB.ElementArrayBuffer, (nuint)(indices.Length * sizeof(uint)), buffer, BufferUsageARB.StaticDraw);
|
||||
|
||||
_shader = new Shaders.Shader(_gl, "shader.vert", "shader.frag");
|
||||
|
||||
_gl.EnableVertexAttribArray(0);
|
||||
_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)0);
|
||||
_gl.EnableVertexAttribArray(1);
|
||||
_gl.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
_gl.EnableVertexAttribArray(2);
|
||||
_gl.VertexAttribPointer(2, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), (void*)(6 * sizeof(float)));
|
||||
|
||||
_texture = new Texture2D(_gl, "images/container.png", ImageFormat.RGBA);
|
||||
}
|
||||
|
||||
private static void OnUpdate(double deltaTime)
|
||||
{
|
||||
if(Input.AnyKeyPressed())
|
||||
{
|
||||
const float movementSpeedMultiplier = 2;
|
||||
if(Input.IsKeyPressed(Key.ShiftLeft))
|
||||
_cam.MovementSpeed *= movementSpeedMultiplier;
|
||||
|
||||
if (Input.IsKeyPressed(Key.W))
|
||||
_cam.ProcessKeyboard((float)deltaTime, MovementDirection.Forward);
|
||||
if(Input.IsKeyPressed(Key.S))
|
||||
_cam.ProcessKeyboard((float)deltaTime, MovementDirection.Backward);
|
||||
if (Input.IsKeyPressed(Key.A))
|
||||
_cam.ProcessKeyboard((float)deltaTime, MovementDirection.Left);
|
||||
if(Input.IsKeyPressed(Key.D))
|
||||
_cam.ProcessKeyboard((float)deltaTime, MovementDirection.Right);
|
||||
if (Input.IsKeyPressed(Key.Space))
|
||||
_cam.ProcessKeyboard((float)deltaTime, MovementDirection.Up);
|
||||
if(Input.IsKeyPressed(Key.ControlLeft))
|
||||
_cam.ProcessKeyboard((float)deltaTime, MovementDirection.Down);
|
||||
|
||||
if (Input.IsKeyPressed(Key.ShiftLeft))
|
||||
_cam.MovementSpeed /= movementSpeedMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnRender(double deltaTime)
|
||||
{
|
||||
_gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
|
||||
|
||||
var difference = (float)(_window.Time * 10);
|
||||
var modelMatrix = Matrix4x4.CreateRotationY(Maths.Convert.ToRadians(difference)) * Matrix4x4.CreateRotationX(Maths.Convert.ToRadians(difference));
|
||||
var viewMatrix = _cam.ViewMatrix;
|
||||
var projectionMatrix = Matrix4X4.CreatePerspectiveFieldOfView(Maths.Convert.ToRadians(_cam.Fov), Width / Height, 0.1f, 100.0f);
|
||||
|
||||
_gl.BindVertexArray(_vao);
|
||||
|
||||
_shader.Use();
|
||||
_shader.SetMatrix("modelMatrix", modelMatrix);
|
||||
_shader.SetMatrix("projectionMatrix", projectionMatrix);
|
||||
_shader.SetMatrix("viewMatrix", viewMatrix);
|
||||
|
||||
_shader.SetInt("tex", 0);
|
||||
_texture.Bind();
|
||||
|
||||
_gl.DrawArrays(PrimitiveType.Triangles, 0, 36);
|
||||
}
|
||||
|
||||
private static void OnKeyDown(IKeyboard keyboard, Key key, int keyCode)
|
||||
{
|
||||
if (key == Key.Escape)
|
||||
{
|
||||
_window.Close();
|
||||
}
|
||||
}
|
||||
|
||||
private static void OnMouseMove(IMouse mouse, Vector2 position)
|
||||
{
|
||||
if(_lastMousePosition == default)
|
||||
{
|
||||
_lastMousePosition = position;
|
||||
return;
|
||||
}
|
||||
|
||||
float xOffset = position.X - _lastMousePosition.X;
|
||||
float yOffset = _lastMousePosition.Y - position.Y;
|
||||
|
||||
_lastMousePosition = position;
|
||||
_cam.ProcessMouseMovement(xOffset, yOffset);
|
||||
}
|
||||
|
||||
}
|
94
src/Shaders/Shader.cs
Normal file
94
src/Shaders/Shader.cs
Normal file
|
@ -0,0 +1,94 @@
|
|||
using Silk.NET.Maths;
|
||||
using Silk.NET.OpenGL;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Engine_silk.NET.Shaders;
|
||||
|
||||
public class Shader
|
||||
{
|
||||
private readonly GL _glContext;
|
||||
private readonly uint _shaderProgramId;
|
||||
|
||||
public Shader(GL openGLContext, string pathToVertexShader, string pathToFragmentShader)
|
||||
{
|
||||
_glContext = openGLContext;
|
||||
var vertexCode = File.ReadAllText(pathToVertexShader);
|
||||
var fragmentCode = File.ReadAllText(pathToFragmentShader);
|
||||
|
||||
var vertexShader = CompileShader(vertexCode, ShaderType.VertexShader);
|
||||
var fragmentShader = CompileShader(fragmentCode, ShaderType.FragmentShader);
|
||||
|
||||
_shaderProgramId = CreateProgram(vertexShader, fragmentShader);
|
||||
}
|
||||
|
||||
public void Use() { _glContext.UseProgram(_shaderProgramId); }
|
||||
|
||||
#region Set uniforms
|
||||
public void SetInt(string name, int value)
|
||||
{
|
||||
_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
|
||||
}
|
||||
|
||||
public void SetFloat(string name, float value)
|
||||
{
|
||||
_glContext.Uniform1(_glContext.GetUniformLocation(_shaderProgramId, name), value);
|
||||
}
|
||||
|
||||
public unsafe void SetMatrix(string name, Matrix4x4 matrix)
|
||||
{
|
||||
_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
|
||||
}
|
||||
public unsafe void SetMatrix(string name, Matrix4X4<float> matrix)
|
||||
{
|
||||
_glContext.UniformMatrix4(_glContext.GetUniformLocation(_shaderProgramId, name), 1, false, (float*) &matrix);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Compiles the given shadercode.
|
||||
/// </summary>
|
||||
/// <param name="shaderCode">The shadercode</param>
|
||||
/// <param name="shaderType">The type of shader to compile</param>
|
||||
/// <returns>Returns the id of the compiled shader.</returns>
|
||||
/// <exception cref="ShaderCompileException"></exception>
|
||||
protected uint CompileShader(string shaderCode, ShaderType shaderType)
|
||||
{
|
||||
uint shader = _glContext.CreateShader(shaderType);
|
||||
_glContext.ShaderSource(shader, shaderCode);
|
||||
_glContext.CompileShader(shader);
|
||||
|
||||
_glContext.GetShader(shader, ShaderParameterName.CompileStatus, out int status);
|
||||
|
||||
if (status != (int)GLEnum.True)
|
||||
throw new ShaderCompileException(shaderType, $"Failed to compile shader with message: \n {_glContext.GetShaderInfoLog(shader)}");
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a shader program and links the vertex and fragment shader together.
|
||||
/// </summary>
|
||||
/// <returns>Returns the id of the created shader program</returns>
|
||||
/// <exception cref="ShaderLinkException"></exception>
|
||||
protected uint CreateProgram(uint vertexShader, uint fragmentShader)
|
||||
{
|
||||
uint program = _glContext.CreateProgram();
|
||||
_glContext.AttachShader(program, vertexShader);
|
||||
_glContext.AttachShader(program, fragmentShader);
|
||||
_glContext.LinkProgram(program);
|
||||
|
||||
_glContext.GetProgram(program, ProgramPropertyARB.LinkStatus, out int lStatus);
|
||||
if (lStatus != (int)GLEnum.True)
|
||||
throw new ShaderLinkException("Error occured while trying to link a shader with message: \n" + _glContext.GetProgramInfoLog(program));
|
||||
|
||||
// should be done right after compiling and linking
|
||||
_glContext.DetachShader(program, vertexShader);
|
||||
_glContext.DetachShader(program, fragmentShader);
|
||||
_glContext.DeleteShader(vertexShader);
|
||||
_glContext.DeleteShader(fragmentShader);
|
||||
|
||||
return program;
|
||||
}
|
||||
|
||||
}
|
27
src/Shaders/ShaderCompileException.cs
Normal file
27
src/Shaders/ShaderCompileException.cs
Normal file
|
@ -0,0 +1,27 @@
|
|||
using Silk.NET.OpenGL;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Engine_silk.NET.Shaders;
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class ShaderCompileException : Exception
|
||||
{
|
||||
protected ShaderType _shaderType;
|
||||
|
||||
public ShaderCompileException(ShaderType shaderType) : base("Unable to compile shader.") { _shaderType = shaderType; }
|
||||
public ShaderCompileException(ShaderType shaderType, string message) : base(message) { _shaderType = shaderType; }
|
||||
public ShaderCompileException(ShaderType shaderType, string message, Exception inner) : base(message, inner) { _shaderType = shaderType; }
|
||||
protected ShaderCompileException(
|
||||
System.Runtime.Serialization.SerializationInfo info,
|
||||
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return $"Type of Shader: '{_shaderType}'" + "\n" + Message;
|
||||
}
|
||||
}
|
19
src/Shaders/ShaderLinkException.cs
Normal file
19
src/Shaders/ShaderLinkException.cs
Normal file
|
@ -0,0 +1,19 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace Engine_silk.NET.Shaders;
|
||||
|
||||
|
||||
[Serializable]
|
||||
public class ShaderLinkException : Exception
|
||||
{
|
||||
public ShaderLinkException() : base("Error occured while trying to link a shader.") { }
|
||||
public ShaderLinkException(string message) : base(message) { }
|
||||
public ShaderLinkException(string message, Exception inner) : base(message, inner) { }
|
||||
protected ShaderLinkException(
|
||||
System.Runtime.Serialization.SerializationInfo info,
|
||||
System.Runtime.Serialization.StreamingContext context) : base(info, context) { }
|
||||
}
|
28
src/Textures/Enums.cs
Normal file
28
src/Textures/Enums.cs
Normal file
|
@ -0,0 +1,28 @@
|
|||
using Silk.NET.OpenGL;
|
||||
using StbImageSharp;
|
||||
|
||||
namespace Engine_silk.NET.Textures;
|
||||
|
||||
public enum ImageFormat
|
||||
{
|
||||
Grey = ColorComponents.Grey,
|
||||
GreyAlpha = ColorComponents.GreyAlpha,
|
||||
RGB = ColorComponents.RedGreenBlue,
|
||||
RGBA = ColorComponents.RedGreenBlueAlpha,
|
||||
}
|
||||
|
||||
internal static class ConverterExtensions
|
||||
{
|
||||
internal static PixelFormat ImageFormatToPixelFormat(this ImageFormat imageFormat)
|
||||
{
|
||||
switch (imageFormat)
|
||||
{
|
||||
case ImageFormat.RGB:
|
||||
return PixelFormat.Rgb;
|
||||
case ImageFormat.RGBA:
|
||||
return PixelFormat.Rgba;
|
||||
default:
|
||||
throw new NotImplementedException($"Cannot map the given {nameof(ImageFormat)} '{imageFormat}' to a {nameof(PixelFormat)}");
|
||||
}
|
||||
}
|
||||
}
|
85
src/Textures/Texture2D.cs
Normal file
85
src/Textures/Texture2D.cs
Normal file
|
@ -0,0 +1,85 @@
|
|||
|
||||
using Silk.NET.OpenGL;
|
||||
using StbImageSharp;
|
||||
|
||||
namespace Engine_silk.NET.Textures;
|
||||
|
||||
public class Texture2D : IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines how the texture should be wrapped if the uv-coordinates are out of bounds
|
||||
/// Default: Repeat
|
||||
/// </summary>
|
||||
public TextureWrapMode WrapMode { get; set; }
|
||||
/// <summary>
|
||||
/// Defines how a texel should be interpolated when zooming out of the texture.
|
||||
/// Default: BiLinear
|
||||
/// </summary>
|
||||
public TextureMinFilter MinifyingInterpolation { get; set; }
|
||||
/// <summary>
|
||||
/// Defines how a texel should be interpolated when zooming in to the texture.
|
||||
/// Default: Bilinear
|
||||
/// </summary>
|
||||
public TextureMagFilter MagnifyingInterpolation { get; set; }
|
||||
|
||||
protected GL _glContext;
|
||||
protected uint _textureId;
|
||||
private bool disposedValue;
|
||||
|
||||
public Texture2D(GL glContext, string pathToTexture, ImageFormat format = ImageFormat.RGB, TextureWrapMode wrapMode = TextureWrapMode.Repeat,
|
||||
TextureMinFilter minifyingInterpolation = TextureMinFilter.Linear, TextureMagFilter magnifyingInterpolation = TextureMagFilter.Linear)
|
||||
{
|
||||
_glContext = glContext;
|
||||
WrapMode = wrapMode;
|
||||
MinifyingInterpolation = minifyingInterpolation;
|
||||
MagnifyingInterpolation = magnifyingInterpolation;
|
||||
|
||||
byte[] buffer = File.ReadAllBytes(pathToTexture);
|
||||
ImageResult image = ImageResult.FromMemory(buffer, (ColorComponents)format);
|
||||
ReadOnlySpan<byte> imageData = new(image.Data);
|
||||
|
||||
_glContext.GenTextures(1, out _textureId);
|
||||
_glContext.BindTexture(TextureTarget.Texture2D, _textureId);
|
||||
_glContext.TexImage2D(TextureTarget.Texture2D, 0, InternalFormat.Rgb, (uint)image.Width, (uint)image.Height, 0, format.ImageFormatToPixelFormat(), PixelType.UnsignedByte, imageData);
|
||||
_glContext.GenerateMipmap(TextureTarget.Texture2D);
|
||||
}
|
||||
|
||||
public void Bind(TextureUnit textureUnit = TextureUnit.Texture0)
|
||||
{
|
||||
_glContext.TexParameter(TextureTarget.Texture2D, GLEnum.TextureWrapT, (int)WrapMode);
|
||||
_glContext.TexParameter(TextureTarget.Texture2D, GLEnum.TextureMinFilter, (int)MinifyingInterpolation);
|
||||
_glContext.TexParameter(TextureTarget.Texture2D, GLEnum.TextureMagFilter, (int)MagnifyingInterpolation);
|
||||
|
||||
_glContext.ActiveTexture(textureUnit);
|
||||
_glContext.BindTexture(TextureTarget.Texture2D, _textureId);
|
||||
}
|
||||
|
||||
protected virtual void Dispose(bool disposing)
|
||||
{
|
||||
if (!disposedValue)
|
||||
{
|
||||
if (disposing)
|
||||
{
|
||||
_glContext.DeleteTexture(_textureId);
|
||||
}
|
||||
|
||||
// TODO: free unmanaged resources (unmanaged objects) and override finalizer
|
||||
// TODO: set large fields to null
|
||||
disposedValue = true;
|
||||
}
|
||||
}
|
||||
|
||||
// // TODO: override finalizer only if 'Dispose(bool disposing)' has code to free unmanaged resources
|
||||
// ~Texture2D()
|
||||
// {
|
||||
// // Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
// Dispose(disposing: false);
|
||||
// }
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
|
||||
Dispose(disposing: true);
|
||||
GC.SuppressFinalize(this);
|
||||
}
|
||||
}
|
BIN
src/images/container.png
Normal file
BIN
src/images/container.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 457 KiB |
17
src/shader.frag
Normal file
17
src/shader.frag
Normal file
|
@ -0,0 +1,17 @@
|
|||
#version 330 core
|
||||
|
||||
out vec4 colour;
|
||||
|
||||
in vec2 TexCoords;
|
||||
in vec3 FragPos;
|
||||
in vec3 Normal;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
//vec3 col = vec3(1.0, 0.5, 0.2) * FragPos;
|
||||
|
||||
//colour = vec4(texture(tex, TexCoords).rgb, 1.0);
|
||||
colour = texture(tex, TexCoords);
|
||||
}
|
24
src/shader.vert
Normal file
24
src/shader.vert
Normal file
|
@ -0,0 +1,24 @@
|
|||
#version 330 core
|
||||
|
||||
layout (location=0) in vec3 aPosition;
|
||||
layout (location = 1) in vec3 normalVector;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
|
||||
out vec2 TexCoords;
|
||||
out vec3 FragPos;
|
||||
out vec3 Normal;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pos = vec4(aPosition, 1.0);
|
||||
|
||||
// TODO: calculate the inverse of the model matrix since "inverse()" is very costly to calculate for every vertex
|
||||
Normal = mat3(transpose(inverse(modelMatrix))) * normalVector;
|
||||
FragPos = vec3(modelMatrix * pos);
|
||||
TexCoords = texCoords;
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos;
|
||||
}
|
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Reference in New Issue
Block a user