Created
November 9, 2016 18:12
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Trying to render quads in Atomic
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| using System; | |
| using AtomicEngine; | |
| public class GameRoot : AppDelegate | |
| { | |
| private Texture2D sprite; | |
| public override void Start() | |
| { | |
| var graphics = AtomicNET.GetSubsystem<Graphics>(); | |
| pixelShader = graphics.GetShader(ShaderType.PS, "Atomic2D"); | |
| vertexShader = graphics.GetShader(ShaderType.VS, "Atomic2D"); | |
| vertexBuffer = new VertexBuffer(); | |
| vertexBuffer.SetSize(quadsQty*6, Constants.MASK_POSITION | Constants.MASK_COLOR | Constants.MASK_TEXCOORD1, true); | |
| var renderer = AtomicNET.GetSubsystem<Renderer>(); | |
| var viewport = renderer.GetViewport(0); | |
| var cache = GetSubsystem<ResourceCache>(); | |
| sprite = cache.GetResource<Texture2D>("Sprites/Sprite.png"); | |
| var renderpath = viewport.GetRenderPath().Clone(); | |
| renderpath.Append(cache.GetResource<XMLFile>("RenderPath/RenderPath.xml")); | |
| viewport.SetRenderPath(renderpath); | |
| graphics.SetShaders(vertexShader, pixelShader); | |
| graphics.SetShaderParameter(ShaderParams.VSP_MODEL, Matrix3x4.IDENTITY); | |
| graphics.SetShaderParameter(ShaderParams.PSP_MATDIFFCOLOR, Color.White); | |
| graphics.SetCullMode(CullMode.CULL_NONE); | |
| var scene = new Scene(); | |
| scene.CreateComponent<Octree>(); | |
| camera = scene.CreateChild("cam").CreateComponent<Camera>(); | |
| camera.Node.Position = new Vector3(graphics.Width / 2.0f, graphics.Height / 2.0f, 0.0f); | |
| camera.Orthographic = true; | |
| camera.OrthoSize = graphics.Height; | |
| viewport.Scene = scene; | |
| viewport.Camera = camera; | |
| SubscribeToEvent("Update", (u,e) => { Update(); }); | |
| SubscribeToEvent("RenderPathEvent", (u, e) => { Render(); }); | |
| } | |
| void Update(){} | |
| uint quadsQty = 1000; | |
| VertexBuffer vertexBuffer; | |
| ShaderVariation pixelShader; | |
| ShaderVariation vertexShader; | |
| private Camera camera; | |
| Random rng = new Random(); | |
| unsafe void Render() | |
| { | |
| IntPtr vertexData = vertexBuffer.Lock(0, quadsQty*6, true); { | |
| float* vout = (float*) vertexData; | |
| for (uint i = 0; i < quadsQty; i++) | |
| { | |
| float x = rng.Next(1000); | |
| float y = rng.Next(500); | |
| //x,y,z,c,u,v | |
| *vout++ = x; | |
| *vout++ = y; | |
| *vout++ = 0; | |
| *vout++ = 0xFFFFFFFF; | |
| *vout++ = 0; | |
| *vout++ = 0; | |
| *vout++ = x; | |
| *vout++ = y+16; | |
| *vout++ = 0; | |
| *vout++ = 0xFFFFFFFF; | |
| *vout++ = 0; | |
| *vout++ = 1; | |
| *vout++ = x+16; | |
| *vout++ = y; | |
| *vout++ = 0; | |
| *vout++ = 0xFFFFFFFF; | |
| *vout++ = 1; | |
| *vout++ = 0; | |
| *vout++ = x+16; | |
| *vout++ = y; | |
| *vout++ = 0; | |
| *vout++ = 0xFFFFFFFF; | |
| *vout++ = 1; | |
| *vout++ = 0; | |
| *vout++ = x; | |
| *vout++ = y+16; | |
| *vout++ = 0; | |
| *vout++ = 0xFFFFFFFF; | |
| *vout++ = 0; | |
| *vout++ = 1; | |
| *vout++ = x+16; | |
| *vout++ = y+16; | |
| *vout++ = 0; | |
| *vout++ = 0xFFFFFFFF; | |
| *vout++ = 1; | |
| *vout++ = 1; | |
| } | |
| } vertexBuffer.Unlock(); | |
| AtomicNET.GetSubsystem<Renderer>().GetViewport(0).View.SetCameraShaderParameters(camera); | |
| var graphics = AtomicNET.GetSubsystem<Graphics>(); | |
| graphics.SetDefaultTextureFilterMode(TextureFilterMode.FILTER_NEAREST); | |
| graphics.SetBlendMode(BlendMode.BLEND_ALPHA); | |
| graphics.Clear(0x1, Color.White); | |
| graphics.SetTexture((uint)TextureUnit.TU_DIFFUSE, sprite); | |
| graphics.SetVertexBuffer(vertexBuffer); | |
| graphics.Draw(PrimitiveType.TRIANGLE_LIST, 0, quadsQty*6); | |
| } | |
| } |
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