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Create HelloTriangle.cs

Alan 9 years ago
parent
commit
b4ec1d0d6f
1 changed files with 87 additions and 0 deletions
  1. 87 0
      HelloTriangle/HelloTriangle.cs

+ 87 - 0
HelloTriangle/HelloTriangle.cs

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+using AtomicEngine;
+
+public class Program
+{
+    public static void Main(string[] args)
+    {
+        Application.Run<Game>(args);
+    }
+}
+
+public class Game : AppDelegate
+{
+    // Scene reference kept here so it won't be collected by the GC
+    Scene scene;
+    Camera camera;
+    Graphics graphics;
+    Viewport viewport;
+
+    VertexBuffer vertexBuffer;
+    ShaderVariation pixelShader;
+    ShaderVariation vertexShader;
+
+    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(); });
+
+        pixelShader = graphics.GetShader(ShaderType.PS, "Basic", "VERTEXCOLOR");
+        vertexShader = graphics.GetShader(ShaderType.VS, "Basic", "VERTEXCOLOR");
+        graphics.SetShaders(vertexShader, pixelShader);
+        graphics.SetShaderParameter(ShaderParams.VSP_MODEL, Matrix3x4.IDENTITY);
+        graphics.SetShaderParameter(ShaderParams.PSP_MATDIFFCOLOR, Color.White);
+        graphics.SetCullMode(CullMode.CULL_NONE);
+
+        vertexBuffer = new VertexBuffer();
+        vertexBuffer.SetSize(3, Constants.MASK_POSITION | Constants.MASK_COLOR, true);
+    }
+
+    unsafe void Render()
+    {
+        System.IntPtr vertexData = vertexBuffer.Lock(0, 3, true);
+        {
+            float* vout = (float*)vertexData;
+
+            vout[0] = 0;
+            vout[1] = 0;
+            vout[2] = 0;
+            *(uint*)(vout+3) = 0xFFFF0000;
+
+            vout[4] = 1;
+            vout[5] = 0;
+            vout[6] = 0;
+            *(uint*)(vout+7) = 0xFF00FF00;
+
+            vout[8] = 0.5f;
+            vout[9] = 1;
+            vout[10] = 0;
+            *(uint*)(vout+11) = 0xFF0000FF;
+        }
+        vertexBuffer.Unlock();
+        
+        graphics.Clear(0x1, Color.White);
+        viewport.View.SetCameraShaderParameters(camera);
+        graphics.SetVertexBuffer(vertexBuffer);
+        graphics.Draw(PrimitiveType.TRIANGLE_LIST, 0, 3);
+    }
+}