using System.Linq.Expressions; using AtomicEngine; public class Program { public static void Main(string[] args) { Application.Run(args); } } public class HelloQuad : 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; public override void Start() { Renderer renderer = AtomicNET.GetSubsystem(); graphics = AtomicNET.GetSubsystem(); viewport = renderer.GetViewport(0); scene = new Scene(); scene.CreateComponent(); viewport.Scene = scene; camera = scene.CreateChild("Camera").CreateComponent(); 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 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); } 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); } }