Add Color record struct, small refactor, create a DaggerFramework.SceneGraph namespace.
This commit is contained in:
110
Source/Color.cs
Normal file
110
Source/Color.cs
Normal file
@@ -0,0 +1,110 @@
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namespace DaggerFramework
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{
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// Based on https://github.com/ppr-game/PPR/blob/engine/PER.Util/src/Color.cs
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/// <summary>
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/// A record struct representing a color.
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/// </summary>
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public record struct Color
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{
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// TODO: add more HTML colors.
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public static Color AliceBlue = new(0xF0F8FF);
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public static Color AntiqueWhite = new(0xFAEBD7);
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public static Color Aqua = new(0x00FFFF);
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public static Color Aquamarine = new(0x7FFFD4);
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public static Color Azure = new(0xF0FFFF);
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public static Color Beige = new(0xF5F5DC);
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public static Color Bisque = new(0xFFE4C4);
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public static Color Black = new(0x000000);
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public static Color BlanchedAlmond = new(0xFFEBCD);
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public static Color Blue = new(0x0000FF);
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public static Color BlueViolet = new(0x8A2BE2);
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public static Color Brown = new(0xA52A2A);
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public static Color BurlyWood = new(0xDEB887);
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public static Color CadetBlue = new(0x5F9EA0);
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public static Color Chartreuse = new(0x7FFF00);
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public static Color Chocolate = new(0xD2691E);
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public static Color Coral = new(0xFF7F50);
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public static Color CornflowerBlue = new(0x6495ED);
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public static Color Cornsilk = new(0xFFF8DC);
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public static Color Crimson = new(0xDC143C);
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public static Color Cyan = new(0x00FFFF);
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public static Color DarkBlue = new(0x00008B);
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public static Color DarkCyan = new(0x008B8B);
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public static Color White = new(0xFFFFFF);
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public static Color Green = new(0x00FF00);
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public static Color Red = new(0xFF0000);
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public float R { get; set; }
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public float G { get; set; }
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public float B { get; set; }
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public float A { get; set; }
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public int Argb
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{
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get
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{
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int c = (ushort)Math.Round(A * 255f);
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c <<= 8;
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c |= (ushort)Math.Round(R * 255f);
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c <<= 8;
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c |= (ushort)Math.Round(G * 255f);
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c <<= 8;
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c |= (ushort)Math.Round(B * 255f);
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return c;
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}
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}
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public Color(float r, float g, float b, float a)
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{
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R = r;
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G = g;
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B = b;
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A = a;
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}
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public Color(byte r, byte g, byte b, byte a)
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{
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R = r / 255f;
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G = g / 255f;
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B = b / 255f;
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A = a / 255f;
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}
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public Color(int hex)
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{
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A = 1.0f;
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B = (hex & 0xFF) / 255.0f;
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hex >>= 8;
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G = (hex & 0xFF) / 255.0f;
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hex >>= 8;
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R = (hex & 0xFF) / 255.0f;
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}
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public Color Lightened(float amount)
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{
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var result = this;
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result.R = result.R + (1.0f - result.R) * amount;
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result.G = result.G + (1.0f - result.G) * amount;
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result.B = result.B + (1.0f - result.B) * amount;
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return result;
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}
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public Color Darkened(float amount)
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{
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var result = this;
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result.R = result.R * (1.0f - amount);
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result.G = result.G * (1.0f - amount);
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result.B = result.B * (1.0f - amount);
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return result;
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}
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public System.Drawing.Color ToSystemColor()
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{
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var result = System.Drawing.Color.FromArgb(Argb);
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return result;
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}
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}
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}
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@@ -1,15 +0,0 @@
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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{
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public abstract class Drawable2d : Entity2d, IDrawable
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{
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public void Draw(in Renderer renderer)
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{
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renderer.SetTransform(position);
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OnDraw(in renderer);
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}
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public abstract void OnDraw(in Renderer renderer);
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}
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}
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@@ -1,10 +0,0 @@
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using System.Numerics;
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namespace DaggerFramework
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{
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public class Entity2d : Entity
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{
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public Vector2 Position { get => position; set => position = value; }
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protected Vector2 position;
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}
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}
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@@ -1,9 +0,0 @@
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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{
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public interface IDrawable
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{
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public void Draw(in Renderer renderer);
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}
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}
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@@ -36,7 +36,7 @@ namespace DaggerFramework.Rendering
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public override void ClearBackground(Color color)
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{
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_gl.ClearColor(color);
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_gl.ClearColor(color.ToSystemColor());
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_gl.Clear((uint)ClearBufferMask.ColorBufferBit);
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}
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@@ -51,9 +51,9 @@ namespace DaggerFramework.Rendering
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Raylib.EndDrawing();
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}
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public override void ClearBackground(System.Drawing.Color color)
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public override void ClearBackground(Color color)
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{
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Raylib.ClearBackground(SystemColorToRaylibColor(color));
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Raylib.ClearBackground(DaggerColorToRaylibColor(color));
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}
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public override double GetFrameTime()
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@@ -61,9 +61,9 @@ namespace DaggerFramework.Rendering
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return (double)Raylib.GetFrameTime();
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}
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public override void DrawCircle(float radius, System.Drawing.Color color)
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public override void DrawCircle(float radius, Color color)
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{
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Raylib.DrawCircle((int)_position.X, (int)_position.Y, radius, SystemColorToRaylibColor(color));
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Raylib.DrawCircle((int)_position.X, (int)_position.Y, radius, DaggerColorToRaylibColor(color));
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}
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public override void SetTransform(Vector2 position, float rotation)
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@@ -98,12 +98,12 @@ namespace DaggerFramework.Rendering
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return _texturePool.Count - 1;
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}
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public override void DrawTexture(int id, System.Drawing.Color tint)
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public override void DrawTexture(int id, Color tint)
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{
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Raylib.DrawTextureV(_texturePool[id], _position, SystemColorToRaylibColor(tint));
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Raylib.DrawTextureV(_texturePool[id], _position, DaggerColorToRaylibColor(tint));
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}
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public override void DrawRectangle(Vector2 size, System.Drawing.Color color)
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public override void DrawRectangle(Vector2 size, Color color)
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{
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// Raylib.DrawRectangleV(_position, size, SystemColorToRaylibColor(color));
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Raylib.DrawRectanglePro(new Rectangle()
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@@ -112,15 +112,15 @@ namespace DaggerFramework.Rendering
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y = _position.Y,
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width = size.X,
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height = size.Y
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}, Vector2.Zero, _rotation, SystemColorToRaylibColor(color));
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}, Vector2.Zero, _rotation, DaggerColorToRaylibColor(color));
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}
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public override void DrawDebugText(Vector2 position, string text, int fontSize, System.Drawing.Color color)
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public override void DrawDebugText(Vector2 position, string text, int fontSize, Color color)
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{
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Raylib.DrawText(text, (int)position.X, (int)position.Y, fontSize, SystemColorToRaylibColor(color));
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Raylib.DrawText(text, (int)position.X, (int)position.Y, fontSize, DaggerColorToRaylibColor(color));
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}
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public override void DrawSdfText(Vector2 position, string text, int fontSize, System.Drawing.Color color)
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public override void DrawSdfText(Vector2 position, string text, int fontSize, Color color)
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{
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throw new NotImplementedException();
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}
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@@ -149,9 +149,9 @@ namespace DaggerFramework.Rendering
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Initialize(renderSettings);
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}
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private Raylib_cs.Color SystemColorToRaylibColor(System.Drawing.Color color)
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private Raylib_cs.Color DaggerColorToRaylibColor(Color color)
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{
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return new Color { r = color.R, g = color.G, b = color.B, a = color.A };
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return new Raylib_cs.Color { r = (byte)Math.Round(color.R * 255f), g = (byte)Math.Round(color.G * 255f), b = (byte)Math.Round(color.B * 255f), a = (byte)Math.Round(color.A * 255f) };
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}
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private List<Texture2D> _texturePool = new List<Texture2D>();
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@@ -1,4 +1,3 @@
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using System.Drawing;
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using System.Numerics;
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namespace DaggerFramework.Rendering
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@@ -1,20 +1,18 @@
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using System.Drawing;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class CircleShape2d : Drawable2d
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{
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public float Radius { get => _radius; set => _radius = value; }
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public Color Color { get => _color; set => _color = value; }
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public override void OnDraw(in Renderer renderer)
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public override void OnDraw(Renderer renderer)
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{
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renderer.DrawCircle(_radius, _color);
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}
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private float _radius;
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private System.Drawing.Color _color;
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private Color _color;
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}
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}
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15
Source/SceneGraph/Entities/Drawable2d.cs
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15
Source/SceneGraph/Entities/Drawable2d.cs
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@@ -0,0 +1,15 @@
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using DaggerFramework.Rendering;
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namespace DaggerFramework.SceneGraph
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{
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public abstract class Drawable2d : Entity2d, IDrawable
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{
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public void Draw(Renderer renderer)
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{
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renderer.SetTransform(Position);
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OnDraw(renderer);
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}
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public abstract void OnDraw(Renderer renderer);
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}
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}
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@@ -1,6 +1,6 @@
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using DaggerFramework.Audio;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class Entity
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{
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9
Source/SceneGraph/Entities/Entity2d.cs
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9
Source/SceneGraph/Entities/Entity2d.cs
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using System.Numerics;
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namespace DaggerFramework.SceneGraph
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{
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public class Entity2d : Entity
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{
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public Vector2 Position { get; set; }
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}
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}
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9
Source/SceneGraph/Entities/IDrawable.cs
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9
Source/SceneGraph/Entities/IDrawable.cs
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@@ -0,0 +1,9 @@
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using DaggerFramework.Rendering;
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namespace DaggerFramework.SceneGraph
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{
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public interface IDrawable
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{
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public void Draw(Renderer renderer);
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}
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}
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@@ -2,7 +2,7 @@ using System.Drawing;
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using System.Numerics;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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// TODO: add oneshot parameter.
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public class Particles2d : Drawable2d
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@@ -21,7 +21,7 @@ namespace DaggerFramework
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CleanupParticles();
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InitializeParticles();
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}
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public override void OnDraw(in Renderer renderer)
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public override void OnDraw(Renderer renderer)
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{
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foreach (var particle in _particles)
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{
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@@ -2,7 +2,7 @@ using System.Drawing;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class Sprite2d : Drawable2d
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{
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@@ -14,7 +14,7 @@ namespace DaggerFramework
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_texId = renderer.LoadTexture(_texture);
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}
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public override void OnDraw(in Renderer renderer)
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public override void OnDraw(Renderer renderer)
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{
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renderer.DrawTexture(_texId, Color.White);
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}
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@@ -1,7 +1,7 @@
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using DaggerFramework.Rendering;
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using System.Drawing;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class Text2d : Drawable2d
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{
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@@ -9,9 +9,9 @@ namespace DaggerFramework
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public int FontSize { get => _fontSize; set => _fontSize = value; }
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public Color FontColor { get => _fontColor; set => _fontColor = value; }
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public override void OnDraw(in Renderer renderer)
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public override void OnDraw(Renderer renderer)
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{
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renderer.DrawDebugText(position, _contents, _fontSize, _fontColor);
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renderer.DrawDebugText(Position, _contents, _fontSize, _fontColor);
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}
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private string _contents = string.Empty;
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@@ -1,6 +1,6 @@
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class EntityLayer : Layer
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{
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@@ -45,11 +45,11 @@ namespace DaggerFramework
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}
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}
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protected override void OnDraw(in Renderer renderer)
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protected override void OnDraw(Renderer renderer)
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{
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foreach (IDrawable drawable in _entities)
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{
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drawable.Draw(in renderer);
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drawable.Draw(renderer);
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}
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}
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@@ -1,4 +1,4 @@
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public interface IMainLoop
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{
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@@ -1,14 +1,13 @@
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using DaggerFramework.Audio;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public abstract class Layer : IDrawable
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{
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public Scene Scene { get; set; }
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public InputHandler Input { get; set; }
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public void Draw(in Renderer renderer) => OnDraw(in renderer);
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public void Draw(Renderer renderer) => OnDraw(renderer);
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public void Start() => OnStart();
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public void Update(double dt) => OnUpdate(dt);
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@@ -17,6 +16,6 @@ namespace DaggerFramework
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protected virtual void OnStart() { }
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protected virtual void OnUpdate(double dt) { }
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protected virtual void OnInput(InputHandler input) { }
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protected abstract void OnDraw(in Renderer renderer);
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protected abstract void OnDraw(Renderer renderer);
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}
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}
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@@ -4,7 +4,7 @@ using DaggerFramework.Audio;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class Scene : IMainLoop
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{
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@@ -60,7 +60,7 @@ namespace DaggerFramework
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Renderer.ClearBackground(Color.Black);
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foreach (var layer in _layers.Values)
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{
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layer.Draw(in _renderer);
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layer.Draw(_renderer);
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}
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Renderer.EndFrame();
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@@ -1,24 +0,0 @@
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using System.Drawing;
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using System.Numerics;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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{
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public class UiLayer : Layer
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{
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protected override void OnUpdate(double dt)
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{
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base.OnUpdate(dt);
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_time += dt;
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}
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protected override void OnDraw(in Renderer renderer)
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{
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renderer.SetTransform(Vector2.Zero);
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renderer.DrawRectangle(new Vector2(720 / 2, 1280), Color.Green);
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renderer.DrawDebugText(new Vector2(720 / 4 - 24, 64), "UI :)", 24, Color.White);
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}
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private double _time;
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}
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}
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@@ -4,14 +4,14 @@ using Raylib_cs;
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using DaggerFramework.Rendering;
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namespace DaggerFramework
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namespace DaggerFramework.SceneGraph
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{
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public class ImGuiRenderLayer : Layer
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{
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protected override void OnDraw(in Renderer renderer)
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protected override void OnDraw(Renderer renderer)
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{
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Layout();
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_controller.Draw(in renderer);
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_controller.Draw(renderer);
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}
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protected virtual void Layout() { }
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@@ -258,12 +258,12 @@ namespace DaggerFramework
|
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private Color GetColor(uint hexValue)
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{
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Color color;
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Color color = new Color();
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color.r = (byte)(hexValue & 0xFF);
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color.g = (byte)((hexValue >> 8) & 0xFF);
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color.b = (byte)((hexValue >> 16) & 0xFF);
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color.a = (byte)((hexValue >> 24) & 0xFF);
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color.R = (byte)(hexValue & 0xFF) / 255f;
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color.G = (byte)((hexValue >> 8) & 0xFF) / 255f;
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color.B = (byte)((hexValue >> 16) & 0xFF) / 255f;
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color.A = (byte)((hexValue >> 24) & 0xFF) / 255f;
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return color;
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}
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@@ -271,7 +271,7 @@ namespace DaggerFramework
|
||||
void DrawTriangleVertex(ImDrawVertPtr idxVert)
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||||
{
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||||
Color c = GetColor(idxVert.col);
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||||
Rlgl.rlColor4ub(c.r, c.g, c.b, c.a);
|
||||
Rlgl.rlColor4ub((byte)Math.Round(c.R * 255f), (byte)Math.Round(c.G * 255f), (byte)Math.Round(c.B * 255f), (byte)Math.Round(c.A * 255f));
|
||||
Rlgl.rlTexCoord2f(idxVert.uv.X, idxVert.uv.Y);
|
||||
Rlgl.rlVertex2f(idxVert.pos.X, idxVert.pos.Y);
|
||||
}
|
||||
@@ -307,7 +307,7 @@ namespace DaggerFramework
|
||||
Rlgl.rlEnd();
|
||||
}
|
||||
|
||||
public void Draw(in Renderer renderer)
|
||||
public void Draw(Renderer renderer)
|
||||
{
|
||||
ImGui.Render();
|
||||
RenderCommandLists(ImGui.GetDrawData());
|
||||
@@ -12,7 +12,9 @@ namespace DaggerFramework
|
||||
var r = (byte)Lerp(colorA.R, colorB.R, t);
|
||||
var g = (byte)Lerp(colorA.G, colorB.G, t);
|
||||
var b = (byte)Lerp(colorA.B, colorB.B, t);
|
||||
return Color.FromArgb(r, g, b);
|
||||
var a = (byte)Lerp(colorA.A, colorB.A, t);
|
||||
|
||||
return new Color(r, g, b, a);
|
||||
}
|
||||
|
||||
public static Vector2 LerpVector2(Vector2 v1, Vector2 v2, double t)
|
||||
@@ -1,12 +1,11 @@
|
||||
using DaggerFramework.Rendering;
|
||||
using System.Drawing;
|
||||
|
||||
using DaggerFramework.SceneGraph;
|
||||
|
||||
namespace DaggerFramework;
|
||||
|
||||
public class Circle2d : Drawable2d
|
||||
{
|
||||
public override void OnDraw(in Renderer renderer)
|
||||
public override void OnDraw(Renderer renderer)
|
||||
{
|
||||
renderer.DrawCircle(32f, Color.AliceBlue);
|
||||
}
|
||||
|
||||
@@ -27,7 +27,9 @@ public class TestGame : Game
|
||||
while (_renderer.ShouldRun)
|
||||
{
|
||||
_renderer.BeginFrame();
|
||||
_renderer.ClearBackground(System.Drawing.Color.Black);
|
||||
_renderer.ClearBackground(Color.Black);
|
||||
_renderer.SetTransform(new Vector2(640, 480));
|
||||
_renderer.DrawCircle(16f, Color.Chocolate);
|
||||
_renderer.EndFrame();
|
||||
}
|
||||
}
|
||||
|
||||
22
TestGame/UiLayer.cs
Executable file
22
TestGame/UiLayer.cs
Executable file
@@ -0,0 +1,22 @@
|
||||
using System.Numerics;
|
||||
|
||||
using DaggerFramework;
|
||||
using DaggerFramework.Rendering;
|
||||
using DaggerFramework.SceneGraph;
|
||||
|
||||
public class UiLayer : Layer
|
||||
{
|
||||
protected override void OnUpdate(double dt)
|
||||
{
|
||||
base.OnUpdate(dt);
|
||||
_time += dt;
|
||||
}
|
||||
protected override void OnDraw(Renderer renderer)
|
||||
{
|
||||
renderer.SetTransform(Vector2.Zero);
|
||||
renderer.DrawRectangle(new Vector2(720 / 2, 1280), Color.Green);
|
||||
renderer.DrawDebugText(new Vector2(720 / 4 - 24, 64), "UI :)", 24, Color.White);
|
||||
}
|
||||
|
||||
private double _time;
|
||||
}
|
||||
Reference in New Issue
Block a user