Skip to content

Instantly share code, notes, and snippets.

@Alan-FGR
Created November 12, 2016 04:02
Show Gist options
  • Select an option

  • Save Alan-FGR/154d5dbb8fbc94a43801062dfc7a178a to your computer and use it in GitHub Desktop.

Select an option

Save Alan-FGR/154d5dbb8fbc94a43801062dfc7a178a to your computer and use it in GitHub Desktop.
Rendering and UI in Atomic Engine
using AtomicEngine;
public class Program
{
public static void Main(string[] args)
{
Application.Run<HelloQuadWithUI>(args);
}
}
public class HelloQuadWithUI : AppDelegate
{
// Scene reference kept here so it won't be collected by the GC
Scene scene;
Camera camera;
Graphics graphics;
Viewport viewport;
Texture2D texture;
VertexBuffer vertexBuffer;
UIView uiView;
public override void Start()
{
Renderer renderer = AtomicNET.GetSubsystem<Renderer>();
graphics = AtomicNET.GetSubsystem<Graphics>();
viewport = renderer.GetViewport(0);
scene = new Scene();
scene.CreateComponent<Octree>();
viewport.Scene = scene;
camera = scene.CreateChild("Camera").CreateComponent<Camera>();
camera.Node.Position = new Vector3(0.5f, 0.5f, 0.0f);
camera.Orthographic = true;
camera.OrthoSize = 1.5f;
viewport.Camera = camera;
// We create a XML from string so this code is fully self-contained
XMLFile xml = new XMLFile();
xml.FromString("<renderpath><command type=\"sendevent\"/></renderpath>");
RenderPath renderpath = new RenderPath();
renderpath.Append(xml);
viewport.SetRenderPath(renderpath);
SubscribeToEvent("RenderPathEvent", (u, e) => { Render(); });
ShaderVariation pixelShader = graphics.GetShader(ShaderType.PS, "Basic", "DIFFMAP");
ShaderVariation vertexShader = graphics.GetShader(ShaderType.VS, "Basic", "DIFFMAP");
graphics.SetShaders(vertexShader, pixelShader);
graphics.SetShaderParameter(ShaderParams.VSP_MODEL, Matrix3x4.IDENTITY);
graphics.SetShaderParameter(ShaderParams.PSP_MATDIFFCOLOR, Color.White);
graphics.SetCullMode(CullMode.CULL_NONE);
// We create a texture from literal data so this code is fully self-contained
Image image = new Image();
image.SetSize(16, 16, 3);
Color z = Color.Yellow;
Color M = Color.Blue;
Color k = Color.Black;
Color[,] imageData =
{
{ k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k },
{ k,z,z,z,z,z,z,z,z,z,z,z,z,z,M,k },
{ k,z,z,z,z,z,z,M,M,z,z,z,z,z,z,k },
{ k,z,z,z,z,z,z,M,M,z,z,z,z,z,z,k },
{ k,z,z,z,z,z,M,z,z,M,z,z,z,z,z,k },
{ k,z,z,z,z,z,M,z,z,M,z,z,z,z,z,k },
{ k,z,z,z,z,M,z,z,z,z,M,z,z,z,z,k },
{ k,z,z,z,z,M,z,z,z,z,M,z,z,z,z,k },
{ k,z,z,z,M,z,z,z,z,z,z,M,z,z,z,k },
{ k,z,z,z,M,z,z,z,z,z,z,M,z,z,z,k },
{ k,z,z,M,M,M,M,M,M,M,M,M,M,z,z,k },
{ k,z,z,M,z,z,z,z,z,z,z,z,M,z,z,k },
{ k,z,M,z,z,z,z,z,z,z,z,z,z,M,z,k },
{ k,z,M,z,z,z,z,z,z,z,z,z,z,M,z,k },
{ k,z,z,z,z,z,z,z,z,z,z,z,z,z,z,k },
{ k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k },
};
for (int x = 0; x < 16; x++)
{
for (int y = 0; y < 16; y++)
{
image.SetPixel(x,15-y,imageData[y,x]);
}
}
texture = new Texture2D();
texture.SetData(image);
vertexBuffer = new VertexBuffer();
vertexBuffer.SetSize(6, Constants.MASK_POSITION | Constants.MASK_TEXCOORD1, true);
//UI
uiView = new UIView();
UILayout rootLayout = new UILayout();
rootLayout.Rect = new IntRect(0, 0, 100, 50);
uiView.AddChild(rootLayout);
UIButton button = new UIButton();
button.Text = "Button";
rootLayout.AddChild(button);
}
unsafe void Render()
{
System.IntPtr vertexData = vertexBuffer.Lock(0, 6, true);
{
float* vout = (float*)vertexData;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 1;
*vout++ = 0;
*vout++ = 0;
*vout++ = 1;
*vout++ = 1;
*vout++ = 1;
*vout++ = 0;
*vout++ = 1;
*vout++ = 1;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 0;
*vout++ = 1;
*vout++ = 1;
*vout++ = 0;
*vout++ = 1;
*vout++ = 1;
*vout++ = 1;
*vout++ = 0;
*vout++ = 0;
*vout++ = 1;
*vout++ = 0;
}
vertexBuffer.Unlock();
graphics.Clear(0x1, Color.White);
viewport.View.SetCameraShaderParameters(camera);
graphics.SetTexture((uint)TextureUnit.TU_DIFFUSE, texture);
graphics.SetVertexBuffer(vertexBuffer);
graphics.Draw(PrimitiveType.TRIANGLE_LIST, 0, 6);
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment