This commit is contained in:
2023-02-28 20:58:31 +01:00
commit f3ce543614
41 changed files with 4757 additions and 0 deletions

37
.gitignore vendored Normal file
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*.swp
*.*~
project.lock.json
.DS_Store
*.pyc
nupkg/
# Visual Studio Code
.vscode
# Rider
.idea
# User-specific files
*.suo
*.user
*.userosscache
*.sln.docstates
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
build/
bld/
[Bb]in/
[Oo]bj/
[Oo]ut/
msbuild.log
msbuild.err
msbuild.wrn
# Visual Studio 2015
.vs/

12
DaggerFramework.csproj Normal file
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="ImGui.NET" Version="1.89.4" />
<PackageReference Include="Raylib-cs" Version="4.2.0.1" />
</ItemGroup>
</Project>

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namespace DaggerFramework.Audio
{
public abstract class AudioBackend
{
public abstract void Initialize();
public abstract void Update();
// BUS
public abstract void CreateBus(string busName);
public abstract void SetBusVolume(string busName, float volume);
public abstract float GetBusVolume(string busName);
// SOUND
protected abstract void PlaySound(Sound sound, string bus = "Master", float pitch = 1.0f, float volume = 1.0f);
public void PlaySound(Sound sound, string bus = "Master") => PlaySound(sound, bus, sound.PitchScale, sound.Volume);
public void PlaySoundVariation(Sound sound, string bus = "Master", float pitchVariation = 0.1f)
{
var maxPitch = sound.PitchScale + pitchVariation;
var minPitch = sound.PitchScale - pitchVariation;
var pitch = (float)_random.NextDouble() * (maxPitch - minPitch) + minPitch;
PlaySound(sound, bus, pitch, sound.Volume);
}
// EFFECTS
public abstract void AddBusEffect<T>(T effect, string bus = "Master") where T : AudioEffect;
private LehmerRandom _random = new LehmerRandom();
}
}

7
Source/Audio/AudioBus.cs Normal file
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namespace DaggerFramework
{
public class AudioBus
{
}
}

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namespace DaggerFramework
{
public class AudioEffect { }
public class AudioEffectReverb : AudioEffect
{
}
}

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namespace DaggerFramework.Audio
{
public class DummyAudioBackend : AudioBackend
{
public override void AddBusEffect<T>(T effect, string bus = "Master")
{
return;
}
public override void CreateBus(string busName)
{
return;
}
public override float GetBusVolume(string busName)
{
return 0.0f;
}
public override void Initialize()
{
return;
}
public override void SetBusVolume(string busName, float volume)
{
return;
}
public override void Update()
{
return;
}
protected override void PlaySound(Sound sound, string bus = "Master", float pitch = 1, float volume = 1)
{
return;
}
}
}

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// using FMOD;
// namespace RogueMine.Audio
// {
// public class FmodAudioBackend : AudioBackend
// {
// public override void Initialize()
// {
// CreateSystem();
// _loadedSounds = new Dictionary<string, FMOD.Sound>();
// _channelGroups = new Dictionary<string, ChannelGroup>();
// CreateBus("Master");
// }
// public override void Update() => _system.update();
// protected override void PlaySound(Sound sound, string bus = "Master", float pitch = 1, float volume = 1)
// {
// var channel = PlaySoundFromPath(sound.Path, GetChannelGroup(bus));
// channel.setVolume(volume);
// channel.setPitch(pitch);
// }
// public override void CreateBus(string busName)
// {
// ChannelGroup channelGroup;
// _system.createChannelGroup(busName, out channelGroup);
// _channelGroups.Add(busName, channelGroup);
// }
// public override void SetBusVolume(string busName, float volume)
// {
// var channel = GetChannelGroup(busName);
// channel.setVolume(volume);
// }
// public override float GetBusVolume(string busName)
// {
// float volume;
// GetChannelGroup(busName).getVolume(out volume);
// return volume;
// }
// public override void AddBusEffect<T>(T effect, string bus = "Master")
// {
// var channelGroup = GetChannelGroup(bus);
// DSP dsp;
// switch (effect)
// {
// case AudioEffectReverb:
// dsp = CreateReverbDsp(effect as AudioEffectReverb);
// break;
// default:
// _system.createDSPByType(DSP_TYPE.UNKNOWN, out dsp);
// break;
// }
// channelGroup.addDSP(0, dsp);
// }
// private DSP CreateReverbDsp(AudioEffectReverb effectReverb)
// {
// DSP dsp;
// _system.createDSPByType(DSP_TYPE.SFXREVERB, out dsp);
// return dsp;
// }
// private void CreateSystem()
// {
// var result = FMOD.Factory.System_Create(out _system);
// _system.init(128, INITFLAGS.NORMAL, 0);
// }
// private Channel PlaySoundFromPath(string path, ChannelGroup channelGroup)
// {
// FMOD.Channel fmodChannel;
// FMOD.Sound fmodSound = IsLoaded(path) ? GetSoundFromLoaded(path) : CreateSound(path);
// _system.playSound(fmodSound, channelGroup, false, out fmodChannel);
// return fmodChannel;
// }
// private FMOD.Sound GetSoundFromLoaded(string path) => _loadedSounds[path];
// private bool IsLoaded(string path) => _loadedSounds.ContainsKey(path);
// private FMOD.Sound CreateSound(string path)
// {
// FMOD.Sound sound;
// _system.createSound(path, FMOD.MODE.DEFAULT, out sound);
// AddToLoaded(path, sound);
// return sound;
// }
// private void AddToLoaded(string path, FMOD.Sound sound) => _loadedSounds.Add(path, sound);
// private ChannelGroup GetChannelGroup(string busName) => _channelGroups[busName];
// private FMOD.System _system;
// private Dictionary<string, FMOD.Sound> _loadedSounds;
// private Dictionary<string, ChannelGroup> _channelGroups;
// }
// }

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using System.Drawing;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
public class CircleShape2d : Drawable2d
{
public float Radius { get => _radius; set => _radius = value; }
public Color Color { get => _color; set => _color = value; }
public override void OnDraw(ref Renderer renderer)
{
renderer.DrawCircle(_radius, _color);
}
private float _radius;
private System.Drawing.Color _color;
}
}

15
Source/Entities/Drawable2d.cs Executable file
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using DaggerFramework.Rendering;
namespace DaggerFramework
{
public abstract class Drawable2d : Entity2d, IDrawable
{
public void Draw(ref Renderer renderer)
{
renderer.SetTransform(position);
OnDraw(ref renderer);
}
public abstract void OnDraw(ref Renderer renderer);
}
}

27
Source/Entities/Entity.cs Executable file
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using DaggerFramework.Audio;
namespace DaggerFramework
{
public class Entity
{
public EntityLayer Layer { get; set; }
public InputHandler Input => Layer.Scene.Input;
public AudioBackend Audio => Layer.Scene.Audio;
public int Id { get; set; }
public void Start() => OnStart();
public void Update(double dt) => OnUpdate(dt);
public void ReceiveInput(InputHandler input) => OnInput(input);
protected virtual void OnStart() { }
protected virtual void OnDestroy() { }
protected virtual void OnUpdate(double dt) { }
protected virtual void OnInput(InputHandler input) { }
public void Destroy()
{
OnDestroy();
Layer?.DestroyEntity(Id);
}
}
}

10
Source/Entities/Entity2d.cs Executable file
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using System.Numerics;
namespace DaggerFramework
{
public class Entity2d : Entity
{
public Vector2 Position { get => position; set => position = value; }
protected Vector2 position;
}
}

9
Source/Entities/IDrawable.cs Executable file
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using DaggerFramework.Rendering;
namespace DaggerFramework
{
public interface IDrawable
{
public void Draw(ref Renderer renderer);
}
}

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using System.Drawing;
using System.Numerics;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
// TODO: add oneshot parameter.
public class Particles2d : Drawable2d
{
public int MaxParticles => _maxParticles;
public void BeginEmit(ParticleSettings settings)
{
_settings = settings;
_maxParticles = _settings.MaxParticles;
_particleIndex = _maxParticles - 1;
InitializeParticles();
}
public void Restart()
{
CleanupParticles();
InitializeParticles();
}
public override void OnDraw(ref Renderer renderer)
{
foreach (var particle in _particles)
{
if (!particle.Alive) continue;
var t = particle.LifeTimeRemaining / particle.LifeTime;
var scale = MathUtils.Lerp(_settings.ScaleEnd, _settings.ScaleBegin, t);
var color = MathUtils.LerpColor(_settings.ColorEnd, _settings.ColorBegin, t);
renderer.SetTransform(particle.Position, particle.Rotation);
renderer.DrawRectangle(Vector2.One * scale, color);
}
}
protected override void OnStart()
{
base.OnStart();
// Emit();
}
protected override void OnUpdate(double dt)
{
base.OnUpdate(dt);
var rate = (int)MathUtils.Lerp(1, _maxParticles, _settings.Explosiveness);
for (int i = 0; i < rate; i++)
{
Emit();
}
for (int i = 0; i < _maxParticles; i++)
{
var particle = _particles[i];
if (!particle.Alive) continue;
if (particle.LifeTimeRemaining <= 0.0f)
{
particle.Alive = false;
continue;
}
particle.LifeTimeRemaining -= (float)dt;
particle.Velocity += _settings.Gravity * (float)dt;
particle.Position += particle.Velocity * (float)dt;
particle.Rotation += particle.AngularVelocity * (float)dt;
particle.Velocity -= particle.Velocity * _settings.Damping * (float)dt;
_particles[i] = particle;
}
}
private void InitializeParticles()
{
_particles = new Particle[_maxParticles];
}
private void Emit()
{
Particle particle = _particles[_particleIndex];
if (!(particle.LifeTimeRemaining <= 0)) return;
particle.Alive = true;
particle.Position = GetEmitPosition();
particle.Velocity = _settings.Direction * _settings.LinearVelocity;
particle.Velocity += Vector2.One * _settings.LinearVelocityRandom * ((float)_random.NextDouble() - 0.5f);
particle.AngularVelocity = _settings.AngularVelocity;
particle.AngularVelocity += 1f * _settings.AngularVelocityRandom * ((float)_random.NextDouble() - 0.5f);
particle.LifeTime = _settings.LifeTime;
particle.LifeTimeRemaining = particle.LifeTime;
_particles[_particleIndex] = particle;
_particleIndex = --_particleIndex <= 0 ? _maxParticles - 1 : --_particleIndex;
}
private void CleanupParticles() => Array.Clear(_particles);
private Vector2 GetEmitPosition()
{
// https://gamedev.stackexchange.com/questions/26713/calculate-random-points-pixel-within-a-circle-image
var angle = _random.NextDouble() * Math.PI * 2;
float radius = (float)Math.Sqrt(_random.NextDouble()) * _settings.EmitRadius;
float x = Position.X + radius * (float)Math.Cos(angle);
float y = Position.Y + radius * (float)Math.Sin(angle);
return new Vector2(x, y);
}
private ParticleSettings _settings;
private int _maxParticles;
private Particle[] _particles;
private int _particleIndex;
// TODO: replace a random function for better distribution and performance.
private LehmerRandom _random = new LehmerRandom();
}
public struct ParticleSettings
{
public ParticleSettings()
{
}
public float EmitRadius;
public float LifeTime;
public float Explosiveness;
public int MaxParticles;
public Vector2 Direction;
public float LinearVelocity;
public float AngularVelocity = 0.0f;
public float AngularVelocityRandom;
public float LinearVelocityRandom;
public Vector2 Gravity;
public float ScaleBegin = 16f;
public float ScaleEnd = 0.0f;
public Color ColorBegin = Color.White;
public Color ColorEnd = Color.Black;
public float Damping = 0.0f;
}
public struct Particle
{
public Particle()
{
}
public Vector2 Position;
public Vector2 Velocity;
public float AngularVelocity;
public float LifeTime;
public float LifeTimeRemaining;
public float Scale;
public float Rotation;
public bool Alive = true;
}
}

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Source/Entities/Sprite2d.cs Executable file
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using System.Drawing;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
public class Sprite2d : Drawable2d
{
public Texture2d Texture { get => _texture; set => _texture = value; }
protected override void OnStart()
{
var renderer = Layer.Scene.Renderer;
_texId = renderer.LoadTexture(Texture.Path);
}
public override void OnDraw(ref Renderer renderer)
{
renderer.DrawTexture(_texId, Color.White);
}
private Texture2d _texture;
private int _texId;
}
}

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Source/EntityLayer.cs Executable file
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using DaggerFramework.Rendering;
namespace DaggerFramework
{
public class EntityLayer : Layer
{
public List<Entity> Entities { get => _entities; }
public EntityLayer(List<Entity> entities)
{
_entities = entities;
}
public EntityLayer()
{
_entities = new List<Entity>();
}
public bool AddEntity(Entity entity)
{
entity.Id = Entities.Count;
entity.Layer = this;
Entities.Add(entity);
return true;
}
public void DestroyEntity(int at)
{
_entities.RemoveAt(at);
}
protected override void OnStart()
{
foreach (var entity in _entities)
{
entity.Layer = this;
entity.Start();
}
}
protected override void OnUpdate(double dt)
{
foreach (var entity in _entities)
{
entity.Update(dt);
}
}
protected override void OnDraw(ref Renderer renderer)
{
foreach (IDrawable drawable in _entities)
{
drawable.Draw(ref renderer);
}
}
private List<Entity> _entities;
}
}

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using System.Numerics;
namespace DaggerFramework.Extensions
{
public static class Mat4Extensions
{
public static Matrix4x4 Scale(this Matrix4x4 mat, Vector2 scale)
{
return mat;
}
}
}

2506
Source/External/FastNoiseLite.cs vendored Executable file

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Source/External/LehmerRandom.cs vendored Normal file
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/// <summary>
/// https://github.com/YourRobotOverlord/LehmerRandom/blob/master/Lehmer/Random.cs
/// Alternative to System.Random based on the Lehmer algorithm.
/// </summary>
public class LehmerRandom
{
// Stores the seed for the Next methods.
private uint _seed;
/// <summary>
/// Initializes a new instance of the Random class, using a time-dependent default seed value.
/// </summary>
public LehmerRandom()
{
_seed = (uint)System.Environment.TickCount;
}
/// <summary>
/// Initializes a new instance of the Random class, using the specified seed value.
/// </summary>
/// <param name="seed"></param>
public LehmerRandom(int seed)
{
_seed = (uint)seed;
}
/// <summary>
/// Initializes a new instance of the Random class, using the specified seed value.
/// </summary>
/// <param name="seed"></param>
public LehmerRandom(uint seed)
{
_seed = seed;
}
/// <summary>
/// Returns a non-negative random integer.
/// </summary>
/// <returns>Int32</returns>
public int Next()
{
return GetNextInt(0, int.MaxValue);
}
/// <summary>
/// Returns a non-negative random integer that is less than the specified maximum.
/// </summary>
/// <param name="maxValue">Int32</param>
/// <returns>Int32</returns>
public int Next(int maxValue)
{
return GetNextInt(0, maxValue);
}
/// <summary>
/// Returns a random integer that is within a specified range.
/// </summary>
/// <param name="minValue">Int32</param>
/// <param name="maxValue">Int32</param>
/// <returns>Int32</returns>
public int Next(int minValue, int maxValue)
{
return GetNextInt(minValue, maxValue);
}
/// <summary>
/// Returns a random floating-point number that is greater than or equal to 0.0, and less than 1.0
/// </summary>
/// <returns></returns>
public double NextDouble()
{
return GetNextDouble(0.0, 1.0);
}
/// <summary>
/// Returns a non-negative random floating-point number that is less than the specified maximum.
/// </summary>
/// <param name="maxValue"></param>
/// <returns></returns>
public double NextDouble(double maxValue)
{
return GetNextDouble(0.0, maxValue);
}
/// <summary>
/// Returns a random floating-point number that is within a specified range.
/// </summary>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <returns></returns>
public double NextDouble(double minValue, double maxValue)
{
return GetNextDouble(minValue, maxValue);
}
/// <summary>
/// Fills the elements of a specified array of bytes with random numbers.
/// </summary>
/// <param name="buffer">The array to be filled with random numbers.</param>
public void NextBytes(byte[] buffer)
{
for (int i = 0; i < buffer.Length; i++)
{
buffer[i] = (byte)Next();
}
}
// Returns a random int and sets the seed for the next pass.
internal int GetNextInt(int minValue, int maxValue)
{
_seed = Rnd(_seed);
return ConvertToIntRange(_seed, minValue, maxValue);
}
// Returns a random double and sets the seed for the next pass.
internal double GetNextDouble(double minValue, double maxValue)
{
_seed = Rnd(_seed);
return ConvertToDoubleRange(_seed, minValue, maxValue);
}
/// <summary>
/// Returns a random integer that is within a specified range, using the specified seed value.
/// </summary>
/// <param name="seed"></param>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <returns></returns>
public static int RndInt(uint seed, int minValue, int maxValue)
{
return GetInt(seed, minValue, maxValue);
}
/// <summary>
/// Returns a random integer that is within a specified range, using a time-dependent default seed value.
/// </summary>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <returns></returns>
public static int RndInt(int minValue, int maxValue)
{
return GetInt((uint)System.Environment.TickCount, minValue, maxValue);
}
/// <summary>
/// Returns a random double that is within a specified range, using the specified seed value.
/// </summary>
/// <param name="seed"></param>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <returns></returns>
public static double RndDouble(uint seed, double minValue, double maxValue)
{
return GetDouble(seed, minValue, maxValue);
}
/// <summary>
/// Returns a random double that is within a specified range, using a time-dependent default seed value.
/// </summary>
/// <param name="minValue"></param>
/// <param name="maxValue"></param>
/// <returns></returns>
public static double RndDouble(double minValue, double maxValue)
{
return GetDouble((uint)System.Environment.TickCount, minValue, maxValue);
}
internal static int GetInt(uint seed, int minValue, int maxValue)
{
return ConvertToIntRange(Rnd(seed), minValue, maxValue);
}
internal static double GetDouble(uint seed, double minValue, double maxValue)
{
return ConvertToDoubleRange(Rnd(seed), minValue, maxValue);
}
// Converts uint to integer within the given range.
internal static int ConvertToIntRange(uint val, int minValue, int maxValue)
{
return (int)(val % (maxValue - minValue) + minValue);
}
// Converts uint to double within the given range.
internal static double ConvertToDoubleRange(uint val, double minValue, double maxValue)
{
return (double)val / uint.MaxValue * (maxValue - minValue) + minValue;
}
// Pseudo-random number generator based on the Lehmer Algorithm
// and javidx9's implementation:
// https://github.com/OneLoneCoder/olcPixelGameEngine/blob/master/Videos/OneLoneCoder_PGE_ProcGen_Universe.cpp
internal static uint Rnd(uint seed)
{
seed += 0xe120fc15;
ulong tmp = (ulong)seed * 0x4a39b70d;
uint m1 = (uint)((tmp >> 32) ^ tmp);
tmp = (ulong)m1 * 0x12fad5c9;
return (uint)((tmp >> 32) ^ tmp);
}
}

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Source/Game.cs Executable file
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namespace DaggerFramework
{
public abstract class Game
{
public void Start()
{
LoadResources();
OnStart();
}
protected abstract void OnStart();
protected abstract void LoadResources();
protected abstract void MainLoop();
public abstract void Shutdown();
protected Scene scene;
}
}

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Source/IMainLoop.cs Normal file
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namespace DaggerFramework
{
public interface IMainLoop
{
public void Init();
public void Start();
public bool ShouldStop();
public void Update();
public double DeltaTime { get; }
}
}

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Source/ImGuiRenderLayer.cs Executable file
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using System.Numerics;
using ImGuiNET;
using Raylib_cs;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
public class ImGuiRenderLayer : Layer
{
protected override void OnDraw(ref Renderer renderer)
{
Layout();
_controller.Draw(ref renderer);
}
protected virtual void Layout() { }
protected override void OnStart()
{
_controller = new ImGuiController();
_controller.Load(Scene.Renderer.WindowSize);
}
protected override void OnUpdate(double dt)
{
_controller.Update(dt, Input);
}
private ImGuiController _controller;
}
public class ImGuiController : IDisposable, IDrawable
{
public ImGuiController()
{
_context = ImGui.CreateContext();
ImGui.SetCurrentContext(_context);
}
public void Dispose()
{
ImGui.DestroyContext();
}
public void Load(Vector2 size)
{
ImGuiIOPtr io = ImGui.GetIO();
io.Fonts.AddFontDefault();
Resize(size);
LoadFontTexture();
SetupInput();
ImGui.NewFrame();
}
unsafe void LoadFontTexture()
{
ImGuiIOPtr io = ImGui.GetIO();
io.Fonts.GetTexDataAsRGBA32(out byte* pixels, out int width, out int height);
// TODO: use engine API instead of Raylib.
Image image = new Image
{
data = pixels,
width = width,
height = height,
mipmaps = 1,
format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
};
_fontTexture = Raylib.LoadTextureFromImage(image);
io.Fonts.SetTexID(new IntPtr(_fontTexture.id));
io.Fonts.ClearTexData();
}
private void SetupInput()
{
ImGuiIOPtr io = ImGui.GetIO();
// Setup config flags
io.ConfigFlags |= ImGuiConfigFlags.NavEnableKeyboard;
// Setup back-end capabilities flags
io.BackendFlags |= ImGuiBackendFlags.HasMouseCursors;
io.BackendFlags |= ImGuiBackendFlags.HasSetMousePos;
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
io.KeyMap[(int)ImGuiKey.Tab] = (int)KeyboardKey.Tab;
io.KeyMap[(int)ImGuiKey.LeftArrow] = (int)KeyboardKey.Left;
io.KeyMap[(int)ImGuiKey.RightArrow] = (int)KeyboardKey.Right;
io.KeyMap[(int)ImGuiKey.UpArrow] = (int)KeyboardKey.Up;
io.KeyMap[(int)ImGuiKey.DownArrow] = (int)KeyboardKey.Down;
io.KeyMap[(int)ImGuiKey.PageUp] = (int)KeyboardKey.PageUp;
io.KeyMap[(int)ImGuiKey.PageDown] = (int)KeyboardKey.PageDown;
io.KeyMap[(int)ImGuiKey.Home] = (int)KeyboardKey.Home;
io.KeyMap[(int)ImGuiKey.End] = (int)KeyboardKey.End;
io.KeyMap[(int)ImGuiKey.Insert] = (int)KeyboardKey.Insert;
io.KeyMap[(int)ImGuiKey.Delete] = (int)KeyboardKey.Delete;
io.KeyMap[(int)ImGuiKey.Backspace] = (int)KeyboardKey.Backspace;
io.KeyMap[(int)ImGuiKey.Space] = (int)KeyboardKey.Spacebar;
io.KeyMap[(int)ImGuiKey.Enter] = (int)KeyboardKey.Enter;
io.KeyMap[(int)ImGuiKey.Escape] = (int)KeyboardKey.Escape;
io.KeyMap[(int)ImGuiKey.A] = (int)KeyboardKey.A;
io.KeyMap[(int)ImGuiKey.C] = (int)KeyboardKey.C;
io.KeyMap[(int)ImGuiKey.V] = (int)KeyboardKey.V;
io.KeyMap[(int)ImGuiKey.X] = (int)KeyboardKey.X;
io.KeyMap[(int)ImGuiKey.Y] = (int)KeyboardKey.Y;
io.KeyMap[(int)ImGuiKey.Z] = (int)KeyboardKey.Z;
}
public void Resize(Vector2 size)
{
ImGuiIOPtr io = ImGui.GetIO();
io.DisplaySize = size / _scaleFactor;
}
public void Update(double dt, InputHandler input)
{
ImGuiIOPtr io = ImGui.GetIO();
io.DisplayFramebufferScale = Vector2.One;
io.DeltaTime = (float)dt;
UpdateKeyboard(input);
UpdateMouse(input);
ImGui.NewFrame();
}
private void UpdateKeyboard(InputHandler input)
{
ImGuiIOPtr io = ImGui.GetIO();
// Modifiers are not reliable across systems
io.KeyCtrl = io.KeysDown[(int)KeyboardKey.LeftControl] || io.KeysDown[(int)KeyboardKey.RightControl];
io.KeyShift = io.KeysDown[(int)KeyboardKey.LeftShift] || io.KeysDown[(int)KeyboardKey.RightShift];
io.KeyAlt = io.KeysDown[(int)KeyboardKey.LeftAlt] || io.KeysDown[(int)KeyboardKey.RightAlt];
io.KeySuper = io.KeysDown[(int)KeyboardKey.LeftSuper] || io.KeysDown[(int)KeyboardKey.RightSuper];
// Key states
for (int i = (int)KeyboardKey.Spacebar; i < (int)KeyboardKey.KBMenu + 1; i++)
{
io.KeysDown[i] = input.IsKeyboardKeyDown((KeyboardKey)i);
}
// Key input
int keyPressed = input.GetCharPressed();
if (keyPressed != 0)
{
io.AddInputCharacter((uint)keyPressed);
}
}
private void UpdateMouse(InputHandler input)
{
ImGuiIOPtr io = ImGui.GetIO();
// Store button states
for (int i = 0; i < io.MouseDown.Count; i++)
{
io.MouseDown[i] = input.IsMouseButtonDown((MouseButton)i);
}
// Mouse scroll
io.MouseWheel += input.GetMouseWheelMovement();
// Mouse position
Vector2 mousePosition = io.MousePos;
// TODO:
// bool focused = Raylib.IsWindowFocused();
if (io.WantSetMousePos)
{
input.SetMousePosition(mousePosition);
}
else
{
io.MousePos = input.GetMousePosition();
}
// Mouse cursor state
if ((io.ConfigFlags & ImGuiConfigFlags.NoMouseCursorChange) == 0 || input.IsCursorHidden())
{
ImGuiMouseCursor cursor = ImGui.GetMouseCursor();
if (cursor == ImGuiMouseCursor.None || io.MouseDrawCursor)
{
input.HideCursor();
}
else
{
input.ShowCursor();
}
}
}
private void Render()
{
ImGui.Render();
}
private void RenderCommandLists(ImDrawDataPtr data)
{
// Scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fbWidth = (int)(data.DisplaySize.X * data.FramebufferScale.X);
int fbHeight = (int)(data.DisplaySize.Y * data.FramebufferScale.Y);
// Avoid rendering if display is minimized or if the command list is empty
if (fbWidth <= 0 || fbHeight <= 0 || data.CmdListsCount == 0)
{
return;
}
Rlgl.rlDrawRenderBatchActive();
Rlgl.rlDisableBackfaceCulling();
Rlgl.rlEnableScissorTest();
data.ScaleClipRects(ImGui.GetIO().DisplayFramebufferScale);
for (int n = 0; n < data.CmdListsCount; n++)
{
int idxOffset = 0;
ImDrawListPtr cmdList = data.CmdListsRange[n];
// Vertex buffer and index buffer generated by DearImGui
ImPtrVector<ImDrawVertPtr> vtxBuffer = cmdList.VtxBuffer;
ImVector<ushort> idxBuffer = cmdList.IdxBuffer;
for (int cmdi = 0; cmdi < cmdList.CmdBuffer.Size; cmdi++)
{
ImDrawCmdPtr pcmd = cmdList.CmdBuffer[cmdi];
// Scissor rect
Vector2 pos = data.DisplayPos;
int rectX = (int)((pcmd.ClipRect.X - pos.X) * data.FramebufferScale.X);
int rectY = (int)((pcmd.ClipRect.Y - pos.Y) * data.FramebufferScale.Y);
int rectW = (int)((pcmd.ClipRect.Z - rectX) * data.FramebufferScale.Y);
int rectH = (int)((pcmd.ClipRect.W - rectY) * data.FramebufferScale.Y);
Rlgl.rlScissor(rectX, Raylib.GetScreenHeight() - (rectY + rectH), rectW, rectH);
if (pcmd.UserCallback != IntPtr.Zero)
{
// pcmd.UserCallback(cmdList, pcmd);
idxOffset += (int)pcmd.ElemCount;
}
else
{
DrawTriangles(pcmd.ElemCount, idxOffset, (int)pcmd.VtxOffset, idxBuffer, vtxBuffer, pcmd.TextureId);
idxOffset += (int)pcmd.ElemCount;
Rlgl.rlDrawRenderBatchActive();
}
}
}
Rlgl.rlSetTexture(0);
Rlgl.rlDisableScissorTest();
Rlgl.rlEnableBackfaceCulling();
}
private Color GetColor(uint hexValue)
{
Color color;
color.r = (byte)(hexValue & 0xFF);
color.g = (byte)((hexValue >> 8) & 0xFF);
color.b = (byte)((hexValue >> 16) & 0xFF);
color.a = (byte)((hexValue >> 24) & 0xFF);
return color;
}
void DrawTriangleVertex(ImDrawVertPtr idxVert)
{
Color c = GetColor(idxVert.col);
Rlgl.rlColor4ub(c.r, c.g, c.b, c.a);
Rlgl.rlTexCoord2f(idxVert.uv.X, idxVert.uv.Y);
Rlgl.rlVertex2f(idxVert.pos.X, idxVert.pos.Y);
}
// Draw the imgui triangle data
private void DrawTriangles(uint count, int idxOffset, int vtxOffset, ImVector<ushort> idxBuffer, ImPtrVector<ImDrawVertPtr> idxVert, IntPtr textureId)
{
ushort index = 0;
ImDrawVertPtr vertex;
if (Rlgl.rlCheckRenderBatchLimit((int)count * 3))
{
Rlgl.rlDrawRenderBatchActive();
}
Rlgl.rlBegin(DrawMode.TRIANGLES);
Rlgl.rlSetTexture((uint)textureId);
for (int i = 0; i <= (count - 3); i += 3)
{
index = idxBuffer[idxOffset + i];
vertex = idxVert[vtxOffset + index];
DrawTriangleVertex(vertex);
index = idxBuffer[idxOffset + i + 1];
vertex = idxVert[vtxOffset + index];
DrawTriangleVertex(vertex);
index = idxBuffer[idxOffset + i + 2];
vertex = idxVert[vtxOffset + index];
DrawTriangleVertex(vertex);
}
Rlgl.rlEnd();
}
public void Draw(ref Renderer renderer)
{
ImGui.Render();
RenderCommandLists(ImGui.GetDrawData());
}
private IntPtr _context;
private Texture2D _fontTexture;
private Vector2 _scaleFactor = Vector2.One;
}
}

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Source/InputAction.cs Normal file
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namespace DaggerFramework
{
public abstract class InputAction
{
public abstract bool IsDown(InputHandler inputHandler);
public abstract bool IsPressed(InputHandler inputHandler);
}
public class KeyInputAction : InputAction
{
public KeyboardKey Key => _keyboardKey;
public KeyInputAction(KeyboardKey keyboardKey)
{
_keyboardKey = keyboardKey;
}
public override bool IsDown(InputHandler inputHandler)
{
return inputHandler.IsKeyboardKeyDown(_keyboardKey);
}
public override bool IsPressed(InputHandler inputHandler)
{
return inputHandler.KeyboardKeyJustPressed(_keyboardKey);
}
private KeyboardKey _keyboardKey;
}
}

159
Source/InputHandler.cs Executable file
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using System.Numerics;
namespace DaggerFramework
{
public abstract class InputHandler
{
public InputHandler()
{
inputMappings = new Dictionary<string, IEnumerable<InputAction>>();
}
public Action OnInput;
public bool Handled { get => _handled; set => _handled = value; }
public abstract bool IsKeyboardKeyDown(KeyboardKey key);
public abstract bool KeyboardKeyJustPressed(KeyboardKey key);
public abstract Vector2 GetInputDirection(KeyboardKey leftKey, KeyboardKey rightKey, KeyboardKey upKey, KeyboardKey downKey);
public abstract int GetCharPressed();
public abstract bool IsActionDown(string action);
public abstract bool IsActionJustPressed(string action);
public abstract bool IsMouseButtonDown(MouseButton button);
public abstract float GetMouseWheelMovement();
public abstract void SetMousePosition(Vector2 position);
public abstract Vector2 GetMousePosition();
public abstract void HideCursor();
public abstract void ShowCursor();
public abstract bool IsCursorHidden();
public void SetAsHandled() => _handled = true;
public void AddInputMapping(string actionName, IEnumerable<InputAction> inputActions)
{
inputMappings.Add(actionName, inputActions);
}
private bool _handled;
protected Dictionary<string, IEnumerable<InputAction>> inputMappings;
}
public enum KeyboardKey
{
Null = 0,
Back = 4,
VolumeUp = 24,
VolumeDown = 25,
Spacebar = 32,
Apostrophe = 39,
Comma = 44,
Minus = 45,
Period = 46,
Slash = 47,
Zero = 48,
One = 49,
Two = 50,
Three = 51,
Four = 52,
Five = 53,
Six = 54,
Seven = 55,
Eight = 56,
Nine = 57,
Semicolon = 59,
Equal = 61,
A = 65,
B = 66,
C = 67,
D = 68,
E = 69,
F = 70,
G = 71,
H = 72,
I = 73,
J = 74,
K = 75,
L = 76,
M = 77,
N = 78,
O = 79,
P = 80,
Q = 81,
R = 82,
Menu = 82,
S = 83,
T = 84,
U = 85,
V = 86,
W = 87,
X = 88,
Y = 89,
Z = 90,
LeftBracket = 91,
Backslash = 92,
RightBracket = 93,
Grave = 96,
Escape = 256,
Enter = 257,
Tab = 258,
Backspace = 259,
Insert = 260,
Delete = 261,
Right = 262,
Left = 263,
Down = 264,
Up = 265,
PageUp = 266,
PageDown = 267,
Home = 268,
End = 269,
CapsLock = 280,
ScrollLock = 281,
NumLock = 282,
PrintScreen = 283,
Pause = 284,
F1 = 290,
F2 = 291,
F3 = 292,
F4 = 293,
F5 = 294,
F6 = 295,
F7 = 296,
F8 = 297,
F9 = 298,
F10 = 299,
F11 = 300,
F12 = 301,
KP0 = 320,
KP1 = 321,
KP2 = 322,
KP3 = 323,
KP4 = 324,
KP5 = 325,
KP6 = 326,
KP7 = 327,
KP8 = 328,
KP9 = 329,
KPDecimal = 330,
KPDivide = 331,
KPMultiply = 332,
KPSubstract = 333,
KPAdd = 334,
KPEnter = 335,
KPEqual = 336,
LeftShift = 340,
LeftControl = 341,
LeftAlt = 342,
LeftSuper = 343,
RightShift = 344,
RightControl = 345,
RightAlt = 346,
RightSuper = 347,
KBMenu = 348
}
public enum MouseButton
{
Left = 0,
Right = 1,
Middle = 2,
}
}

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Source/Layer.cs Executable file
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using DaggerFramework.Audio;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
public abstract class Layer
{
public Scene Scene { get; set; }
public InputHandler Input { get; set; }
public void Draw(ref Renderer renderer) => OnDraw(ref renderer);
public void Start() => OnStart();
public void Update(double dt) => OnUpdate(dt);
public void ReceiveInput(InputHandler input) => OnInput(input);
protected virtual void OnStart() { }
protected virtual void OnUpdate(double dt) { }
protected virtual void OnInput(InputHandler input) { }
protected abstract void OnDraw(ref Renderer renderer);
}
}

45
Source/MathUtils.cs Executable file
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using System.Drawing;
using System.Numerics;
namespace DaggerFramework
{
public static class MathUtils
{
public static float Lerp(float a, float b, double t) => a + (b - a) * (float)t;
public static Color LerpColor(Color colorA, Color colorB, double t)
{
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);
}
public static Vector2 LerpVector2(Vector2 v1, Vector2 v2, double t)
{
var x = Lerp(v1.X, v2.X, t);
var y = Lerp(v1.X, v2.Y, t);
return new Vector2(x, y);
}
public static float EaseOutBack(float x)
{
var c1 = 1.70158f;
var c3 = c1 + 1f;
return 1f + c3 * (float)Math.Pow(x - 1f, 3f) + c1 * (float)Math.Pow(x - 1, 2);
}
public static float EaseOutElastic(float x)
{
var c4 = (2f * (float)Math.PI) / 3f;
return x == 0
? 0
: x == 1
? 1
: (float)Math.Pow(2, -10 * x) * (float)Math.Sin((x * 10 - 0.75f) * c4) + 1;
}
}
}

87
Source/RaylibInputHandler.cs Executable file
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using System.Numerics;
using Raylib_cs;
namespace DaggerFramework
{
public class RaylibInputHandler : InputHandler
{
public override int GetCharPressed()
{
return Raylib.GetCharPressed();
}
public override Vector2 GetInputDirection(KeyboardKey leftKey, KeyboardKey rightKey, KeyboardKey upKey, KeyboardKey downKey)
{
Vector2 dir = Vector2.Zero;
if (IsKeyboardKeyDown(leftKey))
dir += new Vector2(-1, 0);
if (IsKeyboardKeyDown(rightKey))
dir += new Vector2(1, 0);
if (IsKeyboardKeyDown(upKey))
dir += new Vector2(0, -1);
if (IsKeyboardKeyDown(downKey))
dir += new Vector2(0, 1);
return dir == Vector2.Zero ? Vector2.Zero : Vector2.Normalize(dir);
}
public override Vector2 GetMousePosition()
{
return Raylib.GetMousePosition();
}
public override float GetMouseWheelMovement()
{
return Raylib.GetMouseWheelMove();
}
public override void HideCursor()
{
Raylib.HideCursor();
}
public override bool IsActionDown(string action)
{
// throw new NotImplementedException();
// return inputMappings[action].IsPressed();
foreach (InputAction inputAction in inputMappings[action])
if (inputAction.IsDown(this)) return true;
return false;
}
public override bool IsActionJustPressed(string action)
{
foreach (InputAction inputAction in inputMappings[action])
if (inputAction.IsPressed(this)) return true;
return false;
}
public override bool IsKeyboardKeyDown(DaggerFramework.KeyboardKey key)
{
Raylib_cs.KeyboardKey rayKey = (Raylib_cs.KeyboardKey)key;
OnInput?.Invoke();
return Raylib.IsKeyDown(rayKey);
}
public override bool IsMouseButtonDown(MouseButton button)
{
return Raylib.IsMouseButtonDown((Raylib_cs.MouseButton)button);
}
public override bool KeyboardKeyJustPressed(KeyboardKey key)
{
Raylib_cs.KeyboardKey rayKey = (Raylib_cs.KeyboardKey)key;
return Raylib.IsKeyPressed(rayKey);
}
public override void SetMousePosition(Vector2 position)
{
Raylib.SetMousePosition((int)position.X, (int)position.Y);
}
public override void ShowCursor() => Raylib.ShowCursor();
public override bool IsCursorHidden() => Raylib.IsCursorHidden();
}
}

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namespace DaggerFramework.Rendering
{
public class ColorRectShader : Shader
{
public override string FragmentSource => @"
#version 450
layout(location = 0) out vec4 fsout_Color;
layout (set = 0, binding = 0) uniform Uniforms
{
vec4 color;
};
void main()
{
fsout_Color = color;
}
";
public override string VertexSource => @"
#version 450
layout(location = 0) in vec2 Position;
// uniform MatrixBlock
// {
// // mat4 model = mat4();
// // mat4 view;
// // mat4 proj;
// mat4 transform = mat4(1.0, 1.0, 1.0, 1.0,
// 1.0, 1.0, 1.0, 1.0,
// 1.0, 1.0, 1.0, 1.0,
// 1.0, 1.0, 1.0, 1.0);
// };
// mat4 transform = mat4(1.0, 1.0, 0.0, 1.0,
// 0.0, 1.0, 1.0, 1.0,
// 0.0, 0.0, 1.0, 1.0,
// 0.0, 0.0, 0.0, 1.0);
mat4 transform = mat4(1.0);
void main()
{
// gl_Position = proj * view * model * vec4(Position, 0, 1);
// gl_Position = vec4(Position, 0, 1);
gl_Position = transform * vec4(Position, 0, 1);
}";
}
}

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using System.Numerics;
using System.Text;
using Raylib_cs;
namespace DaggerFramework.Rendering
{
public class RaylibRenderer : Renderer
{
public override Vector2 WindowSize => _windowSize;
public override void DrawCircle(float radius, System.Drawing.Color color)
{
Raylib.DrawCircle((int)_position.X, (int)_position.Y, radius, SystemColorToRaylibColor(color));
}
public override void SetTransform(Vector2 position, float rotation)
{
_position = position;
_rotation = rotation;
}
public override void CreateWindow(string title, Vector2 size)
{
Raylib.SetTraceLogLevel(TraceLogLevel.LOG_NONE);
_windowSize = size;
Raylib.InitWindow((int)_windowSize.X, (int)_windowSize.Y, title);
}
public override void SetWindowTitle(string title)
{
Raylib.SetWindowTitle(title);
}
public override void SetWindowVSync(bool value)
{
}
public override void SetTargetFps(int fps)
{
Raylib.SetTargetFPS(fps);
}
public override bool WindowShouldClose()
{
return Raylib.WindowShouldClose();
}
public override void CloseWindow()
{
Raylib.CloseWindow();
}
public override void BeginFrame()
{
Raylib.BeginDrawing();
}
public override void EndFrame()
{
Raylib.EndDrawing();
}
public override void ClearBackground(System.Drawing.Color color)
{
Raylib.ClearBackground(SystemColorToRaylibColor(color));
}
public override double GetFrameTime()
{
return (double)Raylib.GetFrameTime();
}
private Raylib_cs.Color SystemColorToRaylibColor(System.Drawing.Color color)
{
return new Color { r = color.R, g = color.G, b = color.B, a = color.A };
}
public override int LoadTexture(Texture2d texture)
{
Image image;
Texture2D rayTexture;
string ext = "png";
byte[] extBytes = Encoding.ASCII.GetBytes(ext);
// TODO: This can cause memory leaks.
unsafe
{
fixed (byte* textureData = texture.Data)
{
fixed (byte* bExt = extBytes)
{
sbyte* sbExt = (sbyte*)*bExt;
image = Raylib.LoadImageFromMemory(sbExt, textureData, texture.Data.Length);
}
}
}
rayTexture = Raylib.LoadTextureFromImage(image);
Raylib.UnloadImage(image);
_texturePool.Add(rayTexture);
return _texturePool.Count - 1;
}
public override int LoadTexture(string path)
{
Image image = Raylib.LoadImage(path);
var rayTexture = Raylib.LoadTextureFromImage(image);
Raylib.UnloadImage(image);
_texturePool.Add(rayTexture);
return _texturePool.Count - 1;
}
public override void DrawTexture(int id, System.Drawing.Color tint)
{
Raylib.DrawTextureV(_texturePool[id], _position, SystemColorToRaylibColor(tint));
}
public override void DrawRectangle(Vector2 size, System.Drawing.Color color)
{
// Raylib.DrawRectangleV(_position, size, SystemColorToRaylibColor(color));
Raylib.DrawRectanglePro(new Rectangle()
{
x = _position.X,
y = _position.Y,
width = size.X,
height = size.Y
}, Vector2.Zero, _rotation, SystemColorToRaylibColor(color));
}
public override void DrawDebugText(Vector2 position, string text, int fontSize, System.Drawing.Color color)
{
Raylib.DrawText(text, (int)position.X, (int)position.Y, fontSize, SystemColorToRaylibColor(color));
}
public override void Initialize(RendererSettings settings)
{
ConfigFlags flags = 0;
// MSAA
flags |= settings.Msaa == Msaa.Msaa4x ? ConfigFlags.FLAG_MSAA_4X_HINT : 0;
// VSync
flags |= settings.UseVSync ? ConfigFlags.FLAG_VSYNC_HINT : 0;
// Fullscreen
flags |= settings.Fullscreen ? ConfigFlags.FLAG_FULLSCREEN_MODE : 0;
Raylib.SetConfigFlags(flags);
}
// TODO
public override void SetTransform(Matrix4x4 transform) { }
private List<Texture2D> _texturePool = new List<Texture2D>();
private Vector2 _position;
private float _rotation;
private Vector2 _windowSize;
}
}

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Source/Rendering/Renderer.cs Executable file
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using System.Drawing;
using System.Numerics;
namespace DaggerFramework.Rendering
{
public abstract class Renderer
{
// INIT
public abstract void Initialize(RendererSettings settings);
// WINDOW
public abstract Vector2 WindowSize { get; }
public abstract void CreateWindow(string title, Vector2 size);
public abstract void SetWindowTitle(string title);
public abstract void SetWindowVSync(bool value);
public abstract void SetTargetFps(int fps);
public abstract bool WindowShouldClose();
public abstract void CloseWindow();
// DRAWING
public abstract void BeginFrame();
public abstract void EndFrame();
public abstract void ClearBackground(Color color);
public abstract double GetFrameTime();
public abstract int LoadTexture(Texture2d texture);
/// <summary>
/// Temporary workaround for Raylib's LoadImageFromMemory.
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
public abstract int LoadTexture(string path);
public abstract void SetTransform(Vector2 position, float rotation = 0.0f);
public abstract void SetTransform(Matrix4x4 transform);
public abstract void DrawCircle(float radius, Color color);
public abstract void DrawRectangle(Vector2 size, Color color);
public abstract void DrawDebugText(Vector2 position, string text, int fontSize, Color color);
public abstract void DrawTexture(int id, Color tint);
}
public enum Msaa
{
None,
Msaa2x,
Msaa4x,
Msaa8x
}
public struct RendererSettings
{
public Msaa Msaa;
public bool UseVSync;
public bool Fullscreen;
}
}

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Source/Rendering/Shader.cs Executable file
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namespace DaggerFramework.Rendering
{
public abstract class Shader
{
public abstract string FragmentSource { get; }
public abstract string VertexSource { get; }
}
}

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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;
// }
}

10
Source/Resources/Resource.cs Executable file
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namespace DaggerFramework
{
public abstract class Resource : IDisposable
{
public string Path { get; set; }
public void Dispose()
{
}
}
}

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namespace DaggerFramework
{
public class ResourceLoader
{
public virtual Resource Load(string path) { return default; }
}
}

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using System.IO;
namespace DaggerFramework
{
public static class ResourceManager
{
public static string ResourceRoot { get; set; } = "Resources/";
public static T Load<T>(string relativePath) where T : Resource
{
var path = GlobalizePath(relativePath);
var loader = GetAssociatedResourceLoader<T>();
var res = loader.Load(path);
res.Path = path;
return res as T;
}
public static T Load<T>(string name, string relativePath) where T : Resource
{
T res = null;
if (TryGetResourceFromCache<T>(name, out res)) return res as T;
res = Load<T>(relativePath);
AddResourceToCache(name, res);
return res as T;
}
/// <summary>
/// Loads a list of resources from a folder. Their names will be derived from the actual file name, excluding the extension.
/// </summary>
/// <typeparam name="T">Resource type for all of the resources.</typeparam>
/// <param name="localPath">Path to the folder, relative to the ResourceRoot.</param>
/// <returns></returns>
public static void LoadFolder<T>(string relativePath) where T : Resource
{
var files = Directory.GetFiles(GlobalizePath(relativePath));
foreach (var file in files)
{
var resName = Path.GetFileNameWithoutExtension(file);
var resRelativePath = Path.GetRelativePath(ResourceRoot, file);
Load<T>(resName, resRelativePath);
}
}
public static T Get<T>(string name) where T : Resource
{
T res = null;
if (TryGetResourceFromCache<T>(name, out res)) return res as T;
return res;
}
public static string GlobalizePath(string relativePath)
{
return Path.Join(ResourceRoot, relativePath);
}
private static void AddResourceToCache(string name, Resource resource)
{
_resourceCache.Add(name, resource);
}
private static bool TryGetResourceFromCache<T>(string name, out T resource) where T : Resource
{
resource = null;
if (!_resourceCache.ContainsKey(name)) return false;
resource = _resourceCache[name] as T;
return true;
}
private static ResourceLoader GetAssociatedResourceLoader<T>() where T : Resource
{
return _resourceLoaderAssociations[typeof(T)];
}
private static KeyValuePair<Type, ResourceLoader> CreateResourceAssociation(Type type, ResourceLoader loader)
{
return new KeyValuePair<Type, ResourceLoader>(type, loader);
}
private static Dictionary<string, Resource> _resourceCache = new Dictionary<string, Resource>();
private static readonly Dictionary<Type, ResourceLoader> _resourceLoaderAssociations = new Dictionary<Type, ResourceLoader>()
{
{typeof(Texture2d), new Texture2dLoader()},
{typeof(Sound), new SoundLoader()}
};
}
}

13
Source/Resources/Sound.cs Normal file
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namespace DaggerFramework
{
public class Sound : Resource
{
public float PitchScale { get; set; } = 1.0f;
public float Volume { get; set; } = 1.0f;
public Sound(byte[] data)
{
Data = data;
}
public byte[] Data;
}
}

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namespace DaggerFramework
{
public class SoundLoader : ResourceLoader
{
public override Resource Load(string path)
{
// TODO
// var data = File.ReadAllBytes(path);
var sound = new Sound(null);
sound.Path = path;
return sound;
}
}
}

11
Source/Resources/Texture2d.cs Executable file
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namespace DaggerFramework
{
public class Texture2d : Resource
{
public Texture2d(byte[] data)
{
Data = data;
}
public byte[] Data;
}
}

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namespace DaggerFramework
{
public class Texture2dLoader : ResourceLoader
{
public override Resource Load(string path)
{
var data = File.ReadAllBytes(path);
var texture = new Texture2d(data);
texture.Path = path;
return texture;
}
}
}

82
Source/Scene.cs Executable file
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using System.Drawing;
using System.Numerics;
using DaggerFramework.Audio;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
public class Scene : IMainLoop
{
public Renderer Renderer { get => _renderer; set => _renderer = value; }
public InputHandler Input { get => _input; set => _input = value; }
public AudioBackend Audio => _audioBackend;
public double DeltaTime => Renderer.GetFrameTime();
public Scene(Renderer renderer, InputHandler input, AudioBackend audioBackend)
{
_renderer = renderer;
_input = input;
_audioBackend = audioBackend;
_layers = new Dictionary<string, Layer>();
}
public Scene(Renderer renderer)
{
_renderer = renderer;
}
public void Init() => SetupRenderer();
public void Start()
{
foreach (var layer in _layers.Values)
{
layer.Input = _input;
layer.Start();
}
}
public void Update()
{
foreach (var layer in _layers)
{
layer.Value.Update(DeltaTime);
}
Draw();
}
public void AddLayer(string name, Layer layer)
{
layer.Scene = this;
_layers.Add(name, layer);
}
public bool ShouldStop() => Renderer.WindowShouldClose();
private void Draw()
{
Renderer.BeginFrame();
Renderer.ClearBackground(Color.Black);
foreach (var layer in _layers.Values)
{
layer.Draw(ref _renderer);
}
Renderer.EndFrame();
Audio.Update();
}
private void SetupRenderer()
{
Renderer.CreateWindow("RogueMine", new Vector2(1280, 720));
Renderer.Initialize(new RendererSettings { Msaa = Msaa.Msaa4x, UseVSync = true });
Renderer.SetTargetFps(60);
}
private Dictionary<string, Layer> _layers;
private Renderer _renderer;
private AudioBackend _audioBackend;
private InputHandler _input;
}
}

24
Source/UiLayer.cs Executable file
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using System.Drawing;
using System.Numerics;
using DaggerFramework.Rendering;
namespace DaggerFramework
{
public class UiLayer : Layer
{
protected override void OnUpdate(double dt)
{
base.OnUpdate(dt);
_time += dt;
}
protected override void OnDraw(ref 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;
}
}

28
TODO.md Executable file
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# RogueMine
## Engine
### Rendering
- ~~API for drawing textured quads~~
- Switch to custom rendering (Veldrid?)
### Audio
- 2D audio abstraction
- Integrate FMOD
### Misc
- ~~Asset manager~~
- Separate engine and game into separate projects
- Switch to GlmSharp
- Particle system
### Entity system
- ~~Layers (sorting mechanism)~~
## Input
- ~~Action system~~
### UI
- Basic containers
- MarginContainer
- XML layout file
- Interaction
- Callbacks