Exemple #1
0
        public void Init(Flat6Window window)
        {
            Window = window;

            Lumberjack.Debug("Creating framebuffers");
            FramebufferScene = new Framebuffer(8);
            FramebufferScene.Init(Window.Width, Window.Height);
            FramebufferInterface = new Framebuffer(8);
            FramebufferInterface.Init(Window.Width, Window.Height);

            CreateScreenVao();

            Lumberjack.Debug("Creating shaders");
            ShaderDefault = new ShaderProgram(EmbeddedResources.FsDefault, EmbeddedResources.VsDefault);
            ShaderDefault.Uniforms.SetValue("texModel", 0);
            ShaderDefault.Uniforms.SetValue("texRandom", 1);

            ShaderScreen = new ShaderProgram(EmbeddedResources.FsScreen, EmbeddedResources.VsScreen);
            ShaderScreen.Uniforms.SetValue("width", Window.Width);
            ShaderScreen.Uniforms.SetValue("height", Window.Height);
            ShaderScreen.Uniforms.SetValue("texScene", 0);
            ShaderScreen.Uniforms.SetValue("texInterface", 1);
            ShaderScreen.Uniforms.SetValue("samplesScene", FramebufferScene.Width);
            ShaderScreen.Uniforms.SetValue("samplesInterface", FramebufferInterface.Samples);

            TextureDefault = TexturePointer.Create(EmbeddedResources.ImgNoTexture);
            TextureRandom  = TexturePointer.Create(EmbeddedResources.ImgRandom);

            Lumberjack.Debug("Creating NanoVG context");
            Nvg = GlNanoVg.CreateGl(NvgCreateFlags.StencilStrokes);
            Nvg.CreateFont("engine_mono", EmbeddedResources.IBMPlexMono_Text);

            // Just so ProcGraph is happy for now, TODO
            Nvg.CreateFont("sans", EmbeddedResources.IBMPlexMono_Text);

            UserInterface = new DebugUserInterface();

            Lumberjack.Debug("Creating scene");
            Camera = new Camera();
            Scene  = new Scene();

            Flat6Window.SuppressGlMessage(131218); // "Shader will be recompiled due to..."

            WindowCreated?.Invoke(this, EventArgs.Empty);
        }
        public RenderManager(GameWindow window, CsTerrainGenerator generator)
        {
            _window    = window;
            _generator = generator;

            _fgJobs = new ConcurrentQueue <IJob>();
            _bgJobs = new ConcurrentQueue <IJob>();

            _nvg = GlNanoVg.CreateGl(NvgCreateFlags.StencilStrokes | NvgCreateFlags.AntiAlias);
            _ui  = new KuatWindow(window, new KuatFont("sans", 16));

            KuatButton    b;
            KuatKnob      k;
            KuatIndicator i;

            _ui.Controls.Add(b = new KuatButton("bTest")
            {
                Location = new Point(50, 50),
                Size     = new Size(60, 23),
                Text     = "Button"
            });
            b.Click += (sender, args) => { Lumberjack.Info("Click!"); };
            _ui.Controls.Add(new KuatCheckbox("cbTest")
            {
                Location = new Point(50, 90),
                Size     = new Size(14, 14),
                Text     = "Checkbox"
            });
            _ui.Controls.Add(k = new KuatKnob("kTest")
            {
                Location = new Point(50, 130)
            });
            _ui.Controls.Add(i = new KuatIndicator("iTest")
            {
                Location = new Point(120, 130)
            });
            k.ValueChanged += (sender, args) => { i.Lit = k.Value > 0; };
            _ui.Controls.Add(new KuatTextBox("tbTest")
            {
                Location  = new Point(170, 90),
                Size      = new Size(120, 23),
                ForeColor = Color.Black
            });

            var rMono = _nvg.CreateFont("mono", EmbeddedFiles.ibmplexmono);

            if (rMono == -1)
            {
                throw new ApplicationException("Unable to load mono font");
            }

            var rSans = _nvg.CreateFont("sans", EmbeddedFiles.ibmplexsans);

            if (rSans == -1)
            {
                throw new ApplicationException("Unable to load sans font");
            }

            _perfGraphFps = new PerfGraph(GraphRenderStyle.Fps, null, 40);

            _framebuffer = new Framebuffer(8);
            _framebuffer.Init(window.Width, window.Height);
            _framebufferUi = new Framebuffer(1);
            _framebufferUi.Init(window.Width, window.Height);
            _texRandom   = LoadGlTexture(EmbeddedFiles.random);
            _shaderModel = new ShaderProgram(EmbeddedFiles.fs_model, EmbeddedFiles.vs_model);
            _shaderModel.Init();
            _shaderScreen = new ShaderProgram(EmbeddedFiles.fs_screen, EmbeddedFiles.vs_screen);
            _shaderScreen.Init();
            _workerHandle = new EventWaitHandle(false, EventResetMode.ManualReset);

            CreateChunks();
            CreateScreenVao();
        }