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2023-02-28 20:58:31 +01:00
commit f3ce543614
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using System.Drawing;
using System.Numerics;
using System.Text;
// using Veldrid;
// using Veldrid.Sdl2;
// using Veldrid.SPIRV;
// using Veldrid.StartupUtilities;
namespace DaggerFramework.Rendering
{
// public class StandardRenderer : Renderer
// {
// public override void BeginFrame()
// {
// _commandList.Begin();
// _commandList.SetFramebuffer(_graphicsDevice.SwapchainFramebuffer);
// }
// public override void ClearBackground(Color color)
// {
// _commandList.ClearColorTarget(0, SystemColorToRgbaFloat(color));
// }
// public override void CloseWindow()
// {
// _window.Close();
// }
// public override void CreateWindow(string title, Vector2 size)
// {
// var windowCreateInfo = new WindowCreateInfo()
// {
// // TODO: add position property to CreateWindow.
// X = (int)size.X / 2,
// Y = (int)size.Y / 2,
// WindowWidth = (int)size.X,
// WindowHeight = (int)size.Y,
// WindowTitle = title,
// };
// _window = VeldridStartup.CreateWindow(ref windowCreateInfo);
// }
// public override void DrawCircle(float radius, Color color)
// {
// throw new NotImplementedException();
// }
// public override void DrawDebugText(Vector2 position, string text, int fontSize, Color color)
// {
// throw new NotImplementedException();
// }
// public override void DrawRectangle(Vector2 size, Color color)
// {
// _commandList.SetVertexBuffer(0, _vertexBuffer);
// _commandList.SetIndexBuffer(_indexBuffer, IndexFormat.UInt16);
// _commandList.SetPipeline(_graphicsPipeline);
// _commandList.SetGraphicsResourceSet(0, _resourceSet);
// _graphicsDevice.UpdateBuffer(_uniformBuffer, 0, SystemColorToRgbaFloat(color));
// _commandList.DrawIndexed(indexCount: 4, instanceCount: 1, 0, 0, 0);
// }
// public override void DrawTexture(int id, Color tint)
// {
// throw new NotImplementedException();
// }
// public override void EndFrame()
// {
// _commandList.End();
// _graphicsDevice.SubmitCommands(_commandList);
// _graphicsDevice.SwapBuffers();
// }
// public override double GetFrameTime()
// {
// return 0.16f;
// }
// private void CreateResources()
// {
// _resourceFactory = _graphicsDevice.ResourceFactory;
// _commandList = _resourceFactory.CreateCommandList();
// _vertexBuffer = _resourceFactory.CreateBuffer(new BufferDescription(4 * 8, BufferUsage.VertexBuffer));
// _indexBuffer = _resourceFactory.CreateBuffer(new BufferDescription(4 * sizeof(ushort), BufferUsage.IndexBuffer));
// _uniformBuffer = _resourceFactory.CreateBuffer(new BufferDescription(4 * sizeof(float), BufferUsage.UniformBuffer));
// FillBuffers();
// var vertexDesc = new ShaderDescription(ShaderStages.Vertex, Encoding.UTF8.GetBytes(_colorRectShader.VertexSource), "main");
// var fragmentDesc = new ShaderDescription(ShaderStages.Fragment, Encoding.UTF8.GetBytes(_colorRectShader.FragmentSource), "main");
// _shaders = _resourceFactory.CreateFromSpirv(vertexDesc, fragmentDesc);
// CreatePipeline();
// }
// private void CreatePipeline()
// {
// VertexLayoutDescription vertexLayout = new VertexLayoutDescription(
// new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float2));
// var pipelineDesc = new GraphicsPipelineDescription();
// pipelineDesc.BlendState = BlendStateDescription.SingleOverrideBlend;
// pipelineDesc.RasterizerState = new RasterizerStateDescription(
// cullMode: FaceCullMode.Back,
// fillMode: PolygonFillMode.Solid,
// frontFace: FrontFace.Clockwise,
// depthClipEnabled: true,
// scissorTestEnabled: false);
// pipelineDesc.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
// var layout = _resourceFactory.CreateResourceLayout(new ResourceLayoutDescription(
// new ResourceLayoutElementDescription("color", ResourceKind.UniformBuffer, ShaderStages.Fragment)
// ));
// _resourceSet = _resourceFactory.CreateResourceSet(new ResourceSetDescription(layout, _uniformBuffer));
// pipelineDesc.ResourceLayouts = new ResourceLayout[] { layout };
// pipelineDesc.ShaderSet = new ShaderSetDescription(vertexLayouts: new VertexLayoutDescription[] { vertexLayout }, _shaders);
// pipelineDesc.Outputs = _graphicsDevice.SwapchainFramebuffer.OutputDescription;
// _graphicsPipeline = _resourceFactory.CreateGraphicsPipeline(pipelineDesc);
// }
// private void FillBuffers()
// {
// _graphicsDevice.UpdateBuffer(_vertexBuffer, 0, _quadVertices);
// _graphicsDevice.UpdateBuffer(_indexBuffer, 0, _quadIndices);
// }
// public override void Initialize(RendererSettings settings)
// {
// _settings = settings;
// _graphicsDevice = VeldridStartup.CreateGraphicsDevice(_window, new GraphicsDeviceOptions
// {
// PreferStandardClipSpaceYDirection = true,
// PreferDepthRangeZeroToOne = true
// });
// CreateResources();
// }
// public override int LoadTexture(Texture2d texture)
// {
// throw new NotImplementedException();
// }
// public override int LoadTexture(string path)
// {
// // throw new NotImplementedException();
// return -1;
// }
// public override void SetTargetFps(int fps)
// {
// _window.PollIntervalInMs = 1 / fps;
// }
// public override void SetTransform(Vector2 position)
// {
// // throw new NotImplementedException();
// }
// public override void SetWindowTitle(string title)
// {
// throw new NotImplementedException();
// }
// public override void SetWindowVSync(bool value)
// {
// throw new NotImplementedException();
// }
// public override bool WindowShouldClose()
// {
// _window.PumpEvents();
// return !_window.Exists;
// }
// private RgbaFloat SystemColorToRgbaFloat(System.Drawing.Color color)
// {
// return new RgbaFloat(color.R, color.G, color.B, color.A);
// }
// public override void SetTransform(Matrix4x4 transform)
// {
// _transform = transform;
// }
// // Transform
// private Matrix4x4 _transform;
// // TEMP: quad stuff.
// private readonly Vector2[] _quadVertices =
// {
// new Vector2(-0.5f, 0.5f),
// new Vector2(0.5f, 0.5f),
// new Vector2(-0.5f, -0.5f),
// new Vector2(0.5f, -0.5f)
// };
// private readonly ushort[] _quadIndices = { 0, 1, 2, 3 };
// private ColorRectShader _colorRectShader = new ColorRectShader();
// private Sdl2Window _window;
// private RendererSettings _settings;
// private GraphicsDevice _graphicsDevice;
// // Resources
// private ResourceFactory _resourceFactory;
// private CommandList _commandList;
// private Pipeline _graphicsPipeline;
// private Veldrid.Shader[] _shaders;
// // Quad resources
// private DeviceBuffer _vertexBuffer;
// private DeviceBuffer _indexBuffer;
// private DeviceBuffer _uniformBuffer;
// private ResourceSet _resourceSet;
// }
}