Esempio n. 1
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        public PositionFromIndex Z = null; //Z isn't used unless the VBO object has PositionDimensions set to 3.

        #endregion Fields

        #region Methods

        public static CellLayout Create(Surface s,int cell_height_px,int cell_width_px,int v_offset_px,int h_offset_px,PositionFromIndex x,PositionFromIndex y,PositionFromIndex z = null)
        {
            CellLayout c = new CellLayout(); //todo: fix x/y order for entire file?
            c.CellHeightPx = cell_height_px;
            c.CellWidthPx = cell_width_px;
            c.VerticalOffsetPx = v_offset_px;
            c.HorizontalOffsetPx = h_offset_px;
            c.X = x;
            c.Y = y;
            c.Z = z;
            if(s != null){
                s.layouts.Add(c);
            }
            return c;
        }
Esempio n. 2
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 public static CellLayout CreateGrid(Surface s,int rows,int cols,int cell_height_px,int cell_width_px,int v_offset_px,int h_offset_px,PositionFromIndex z = null)
 {
     CellLayout c = new CellLayout();
     c.CellHeightPx = cell_height_px;
     c.CellWidthPx = cell_width_px;
     c.VerticalOffsetPx = v_offset_px;
     c.HorizontalOffsetPx = h_offset_px;
     c.X = idx => (idx % cols) * c.CellWidthPx;
     c.Y = idx => (idx / cols) * c.CellHeightPx;
     c.Z = z;
     if(s != null){
         s.layouts.Add(c);
     }
     return c;
 }
 public TextPanel(GLWindow parent_window,int rows,int cols,int cell_h_px,int cell_w_px,int v_offset_px,int h_offset_px,string font_filename,int char_width_px,int padding_between_chars_px,bool antialiased_font)
 {
     memory = new PosArray<colorchar>(rows,cols);
     colorchar cch = TextPanel.GetBlackChar();
     for(int i=0;i<rows;++i){
         for(int j=0;j<cols;++j){
             memory[i,j] = cch;
         }
     }
     height = rows * cell_h_px;
     width = cols * cell_w_px;
     string shader = antialiased_font? Shader.AAFontFS() : Shader.FontFS();
     surface = Surface.Create(parent_window,font_filename,shader,false,2,4,4); //todo: maybe a bool to control whether the panel gets added to the window's list?
     SpriteType.DefineSingleRowSprite(surface,char_width_px,padding_between_chars_px); //also todo, TransparentFontFS exists now...?
     CellLayout.CreateGrid(surface,rows,cols,cell_h_px,cell_w_px,0,0);
     surface.SetOffsetInPixels(h_offset_px,v_offset_px);
     surface.SetEasyLayoutCounts(rows*cols);
     surface.DefaultUpdatePositions();
     UpdateSurface(0,rows*cols-1);
 }
Esempio n. 4
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 public static SpriteType DefineSpriteDown(Surface surface,int sprite_width_px,int sprite_height_px,int num_rows,int h_offset_px,int v_offset_px)
 {
     SpriteType s = new SpriteType();
     float texcoord_width = (float)sprite_width_px * 1.0f / (float)surface.texture.TextureWidthPx;
     float texcoord_height = (float)sprite_height_px * 1.0f / (float)surface.texture.TextureHeightPx;
     s.X = idx => ((idx / num_rows) * sprite_width_px + h_offset_px) * 1.0f / (float)surface.texture.TextureWidthPx;
     s.Y = idx => ((idx % num_rows) * sprite_height_px + v_offset_px) * 1.0f / (float)surface.texture.TextureHeightPx;
     s.SpriteWidth = texcoord_width;
     s.SpriteHeight = texcoord_height;
     if(surface != null){
         surface.texture.Sprite.Add(s);
     }
     return s;
 }
Esempio n. 5
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 public static CellLayout CreateIso(Surface s,int rows,int cols,int cell_height_px,int cell_width_px,int v_offset_px,int h_offset_px,int cell_v_offset_px,int cell_h_offset_px,PositionFromIndex z = null,PositionFromIndex elevation = null)
 {
     CellLayout c = new CellLayout();
     c.CellHeightPx = cell_height_px;
     c.CellWidthPx = cell_width_px;
     c.VerticalOffsetPx = v_offset_px;
     c.HorizontalOffsetPx = h_offset_px;
     c.X = idx => (rows - 1 - (idx/cols) + (idx%cols)) * cell_h_offset_px;
     if(elevation == null){
         c.Y = idx => ((idx/cols) + (idx%cols)) * cell_v_offset_px;
     }
     else{
         c.Y = idx => ((idx/cols) + (idx%cols)) * cell_v_offset_px + elevation(idx);
     }
     c.Z = z;
     if(s != null){
         s.layouts.Add(c);
     }
     return c;
 }
Esempio n. 6
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 public static SpriteType DefineSpriteAcross(Surface surface,int sprite_width_px,int sprite_height_px,int num_columns)
 {
     SpriteType s = new SpriteType();
     float texcoord_width = (float)sprite_width_px * 1.0f / (float)surface.texture.TextureWidthPx;
     float texcoord_height = (float)sprite_height_px * 1.0f / (float)surface.texture.TextureHeightPx;
     s.X = idx => (idx % num_columns) * texcoord_width;
     s.Y = idx => (idx / num_columns) * texcoord_height;
     s.SpriteWidth = texcoord_width;
     s.SpriteHeight = texcoord_height;
     if(surface != null){
         surface.texture.Sprite.Add(s);
     }
     return s;
 }
Esempio n. 7
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 public static SpriteType DefineSingleRowSprite(Surface surface,int sprite_width_px,int padding_between_sprites_px)
 {
     SpriteType s = new SpriteType();
     float px_width = 1.0f / (float)surface.texture.TextureWidthPx;
     float texcoord_width = (float)sprite_width_px * px_width;
     float texcoord_start = texcoord_width + (float)padding_between_sprites_px * px_width;
     s.X = idx => idx * texcoord_start;
     s.Y = idx => 0;
     s.SpriteWidth = texcoord_width;
     s.SpriteHeight = 1.0f;
     if(surface != null){
         surface.texture.Sprite.Add(s);
     }
     return s;
 }
Esempio n. 8
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 /*public static void ReplaceTexture(int texture_unit,string filename){ //binds a texture to the given texture unit, replacing the texture that's already there
     if(String.IsNullOrEmpty(filename)){
         throw new ArgumentException(filename);
     }
     GL.ActiveTexture(TextureUnit.Texture0 + texture_unit);
     int id = GL.GenTexture();
     GL.BindTexture(TextureTarget.Texture2D,id);
     Bitmap bmp = new Bitmap(filename);
     BitmapData bmp_data = bmp.LockBits(new Rectangle(0,0,bmp.Width,bmp.Height),ImageLockMode.ReadOnly,System.Drawing.Imaging.PixelFormat.Format32bppArgb);
     GL.TexImage2D(TextureTarget.Texture2D,0,PixelInternalFormat.Rgba,bmp_data.Width,bmp_data.Height,0,OpenTK.Graphics.OpenGL.PixelFormat.Bgra,PixelType.UnsignedByte,bmp_data.Scan0);
     bmp.UnlockBits(bmp_data);
     GL.TexParameter(TextureTarget.Texture2D,TextureParameterName.TextureMinFilter,(int)TextureMinFilter.Nearest);
     GL.TexParameter(TextureTarget.Texture2D,TextureParameterName.TextureMagFilter,(int)TextureMagFilter.Nearest);
 }*/
 public void UpdatePositionVertexArray(Surface s,IList<int> index_list,IList<int> layout_list = null)
 {
     UpdatePositionVertexArray(s,-1,index_list,layout_list);
 }
Esempio n. 9
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        public void UpdatePositionVertexArray(Surface s,int start_index,IList<int> index_list,IList<int> layout_list = null)
        {
            int count = index_list.Count;
            if(layout_list == null){
                layout_list = new int[count]; //if not supplied, assume layout 0.
            }
            float[] values = new float[count * 4 * s.vbo.PositionDimensions]; //2 or 3 dimensions for 4 vertices for each tile
            int[] indices = null;
            if(start_index < 0 && s.vbo.NumElements != count * 6){
                indices = new int[count * 6];
                s.vbo.NumElements = count * 6;
            }
            else{
                if(start_index >= 0){
                    if((start_index + count) * 6 > s.vbo.NumElements && s.vbo.NumElements > 0){
                        throw new ArgumentException("Error: start_index + count is bigger than VBO size. To always replace the previous data, set start_index to -1.");
                    } //todo: I could also just ignore the start_index if there's too much data.
                    if((start_index + count) * 4 * s.vbo.PositionDimensions > s.vbo.PositionDataSize && s.vbo.PositionDataSize > 0){
                        throw new ArgumentException("Error: (start_index + count) * total_attrib_size is bigger than VBO size. To always replace the previous data, set start_index to -1.");
                    }
                }
            }
            float width_ratio = 2.0f / (float)ClientRectangle.Width; //todo: eventually this part might not be based on the current window. Seems like a good idea.
            float height_ratio = 2.0f / (float)ClientRectangle.Height;
            int current_total = 0;
            foreach(int i in index_list){
                float x_offset = (float)s.layouts[layout_list[current_total]].HorizontalOffsetPx;
                float y_offset = (float)s.layouts[layout_list[current_total]].VerticalOffsetPx;
                float x_w = (float)s.layouts[layout_list[current_total]].CellWidthPx;
                float y_h = (float)s.layouts[layout_list[current_total]].CellHeightPx;
                float cellx = s.layouts[layout_list[current_total]].X(i) + x_offset;
                float celly = s.layouts[layout_list[current_total]].Y(i) + y_offset;
                float x = cellx * width_ratio - 1.0f;
                float y = celly * height_ratio - 1.0f;
                float x_plus1 = (cellx + x_w) * width_ratio - 1.0f;
                float y_plus1 = (celly + y_h) * height_ratio - 1.0f;

                int N = s.vbo.PositionDimensions;
                int idxN = current_total * 4 * N;

                values[idxN] = x; //the 4 corners, flipped so it works with the inverted Y axis
                values[idxN + 1] = y_plus1;
                values[idxN + N] = x;
                values[idxN + N + 1] = y;
                values[idxN + N*2] = x_plus1;
                values[idxN + N*2 + 1] = y;
                values[idxN + N*3] = x_plus1;
                values[idxN + N*3 + 1] = y_plus1;
                if(N == 3){
                    float z = s.layouts[layout_list[current_total]].Z(i);
                    values[idxN + 2] = z;
                    values[idxN + N + 2] = z;
                    values[idxN + N*2 + 2] = z;
                    values[idxN + N*3 + 2] = z;
                }

                if(indices != null){
                    int idx4 = current_total * 4;
                    int idx6 = current_total * 6;
                    indices[idx6] = idx4;
                    indices[idx6 + 1] = idx4 + 1;
                    indices[idx6 + 2] = idx4 + 2;
                    indices[idx6 + 3] = idx4;
                    indices[idx6 + 4] = idx4 + 2;
                    indices[idx6 + 5] = idx4 + 3;
                }
                current_total++;
            }
            GL.BindBuffer(BufferTarget.ArrayBuffer,s.vbo.PositionArrayBufferID);
            if((start_index < 0 && s.vbo.PositionDataSize != values.Length) || s.vbo.PositionDataSize == 0){
                GL.BufferData(BufferTarget.ArrayBuffer,new IntPtr(sizeof(float)*values.Length),values,BufferUsageHint.StreamDraw);
                s.vbo.PositionDataSize = values.Length;
            }
            else{
                int offset = start_index;
                if(offset < 0){
                    offset = 0;
                }
                GL.BufferSubData(BufferTarget.ArrayBuffer,new IntPtr(sizeof(float) * 4 * s.vbo.PositionDimensions * offset),new IntPtr(sizeof(float) * values.Length),values);
                //GL.BufferSubData(BufferTarget.ArrayBuffer,new IntPtr(0),new IntPtr(sizeof(float) * values.Length),values);
            }
            if(indices != null){
                GL.BindBuffer(BufferTarget.ElementArrayBuffer,s.vbo.ElementArrayBufferID);
                GL.BufferData(BufferTarget.ElementArrayBuffer,new IntPtr(sizeof(int)*indices.Length),indices,BufferUsageHint.StaticDraw);
            }
        }
Esempio n. 10
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        public void UpdatePositionSingleVertex(Surface s,int index,int layout = 0)
        {
            float[] values = new float[4 * s.vbo.PositionDimensions]; //2 or 3 dimensions for 4 vertices
            float width_ratio = 2.0f / (float)ClientRectangle.Width; //todo: eventually this part might not be based on the current window. Seems like a good idea.
            float height_ratio = 2.0f / (float)ClientRectangle.Height;
            float x_offset = (float)s.layouts[layout].HorizontalOffsetPx;
            float y_offset = (float)s.layouts[layout].VerticalOffsetPx;
            float x_w = (float)s.layouts[layout].CellWidthPx;
            float y_h = (float)s.layouts[layout].CellHeightPx;
            float cellx = s.layouts[layout].X(index) + x_offset;
            float celly = s.layouts[layout].Y(index) + y_offset;
            float x = cellx * width_ratio - 1.0f;
            float y = celly * height_ratio - 1.0f;
            float x_plus1 = (cellx + x_w) * width_ratio - 1.0f;
            float y_plus1 = (celly + y_h) * height_ratio - 1.0f;

            int N = s.vbo.PositionDimensions;

            values[0] = x; //the 4 corners, flipped so it works with the inverted Y axis
            values[1] = y_plus1;
            values[N] = x;
            values[N + 1] = y;
            values[N*2] = x_plus1;
            values[N*2 + 1] = y;
            values[N*3] = x_plus1;
            values[N*3 + 1] = y_plus1;
            if(N == 3){
                float z = s.layouts[layout].Z(index);
                values[2] = z;
                values[N + 2] = z;
                values[N*2 + 2] = z;
                values[N*3 + 2] = z;
            }

            GL.BindBuffer(BufferTarget.ArrayBuffer,s.vbo.PositionArrayBufferID);
            GL.BufferSubData(BufferTarget.ArrayBuffer,new IntPtr(sizeof(float) * 4 * s.vbo.PositionDimensions * index),new IntPtr(sizeof(float) * values.Length),values);
        }
Esempio n. 11
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 public void UpdateOtherVertexArray(Surface s,int start_index,IList<int> sprite_index,IList<int> sprite_type,params IList<float>[] vertex_attributes)
 {
     int count = sprite_index.Count;
     int a = s.vbo.VertexAttribs.TotalSize;
     int a4 = a * 4;
     if(start_index >= 0 && (start_index + count) * a4 > s.vbo.OtherDataSize && s.vbo.OtherDataSize > 0){
         throw new ArgumentException("Error: (start_index + count) * total_attrib_size is bigger than VBO size. To always replace the previous data, set start_index to -1.");
     }
     if(sprite_type == null){
         sprite_type = new int[sprite_index.Count];
     }
     float[] all_values = new float[count * a4];
     for(int i=0;i<count;++i){
         SpriteType sprite = s.texture.Sprite[sprite_type[i]];
         float tex_start_x = sprite.X(sprite_index[i]);
         float tex_start_y = sprite.Y(sprite_index[i]);
         float tex_end_x = tex_start_x + sprite.SpriteWidth;
         float tex_end_y = tex_start_y + sprite.SpriteHeight;
         float[] values = new float[a4];
         values[0] = tex_start_x; //the 4 corners, texcoords:
         values[1] = tex_end_y;
         values[a] = tex_start_x;
         values[a + 1] = tex_start_y;
         values[a*2] = tex_end_x;
         values[a*2 + 1] = tex_start_y;
         values[a*3] = tex_end_x;
         values[a*3 + 1] = tex_end_y;
         int prev_total = 2;
         for(int g=1;g<s.vbo.VertexAttribs.Size.Length;++g){ //starting at 1 because texcoords are already done
             int attrib_size = s.vbo.VertexAttribs.Size[g];
             for(int k=0;k<attrib_size;++k){
                 float attrib = vertex_attributes[g-1][k + i*attrib_size]; // -1 because the vertex_attributes array doesn't contain texcoords here in the update method.
                 values[prev_total + k] = attrib;
                 values[prev_total + k + a] = attrib;
                 values[prev_total + k + a*2] = attrib;
                 values[prev_total + k + a*3] = attrib;
             }
             prev_total += attrib_size;
         }
         values.CopyTo(all_values,i * a4);
     }
     GL.BindBuffer(BufferTarget.ArrayBuffer,s.vbo.OtherArrayBufferID);
     if((start_index < 0 && s.vbo.OtherDataSize != a4 * count) || s.vbo.OtherDataSize == 0){
         GL.BufferData(BufferTarget.ArrayBuffer,new IntPtr(sizeof(float) * a4 * count),all_values,BufferUsageHint.StreamDraw);
         s.vbo.OtherDataSize = a4 * count;
     }
     else{
         int offset = start_index;
         if(offset < 0){
             offset = 0;
         }
         GL.BufferSubData(BufferTarget.ArrayBuffer,new IntPtr(sizeof(float) * a4 * offset),new IntPtr(sizeof(float) * a4 * count),all_values);
         //GL.BufferSubData(BufferTarget.ArrayBuffer,new IntPtr(0),new IntPtr(sizeof(float) * a4 * count),all_values);
     }
 }
Esempio n. 12
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 public void UpdateOtherVertexArray(Surface s,IList<int> sprite_index,params IList<float>[] vertex_attributes)
 {
     UpdateOtherVertexArray(s,-1,sprite_index,new int[sprite_index.Count],vertex_attributes); //default to sprite type 0.
 }
Esempio n. 13
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 public void UpdateOtherSingleVertex(Surface s,int index,int sprite_index,int sprite_type,params IList<float>[] vertex_attributes)
 {
     int a = s.vbo.VertexAttribs.TotalSize;
     int a4 = a * 4;
     float[] values = new float[a4];
     SpriteType sprite = s.texture.Sprite[sprite_type];
     float tex_start_x = sprite.X(sprite_index);
     float tex_start_y = sprite.Y(sprite_index);
     float tex_end_x = tex_start_x + sprite.SpriteWidth;
     float tex_end_y = tex_start_y + sprite.SpriteHeight;
     values[0] = tex_start_x; //the 4 corners, texcoords:
     values[1] = tex_end_y;
     values[a] = tex_start_x;
     values[a + 1] = tex_start_y;
     values[a*2] = tex_end_x;
     values[a*2 + 1] = tex_start_y;
     values[a*3] = tex_end_x;
     values[a*3 + 1] = tex_end_y;
     int prev_total = 2;
     for(int g=1;g<s.vbo.VertexAttribs.Size.Length;++g){ //starting at 1 because texcoords are already done
         int attrib_size = s.vbo.VertexAttribs.Size[g];
         for(int k=0;k<attrib_size;++k){
             float attrib = vertex_attributes[g-1][k]; // -1 because the vertex_attributes array doesn't contain texcoords here in the update method.
             values[prev_total + k] = attrib;
             values[prev_total + k + a] = attrib;
             values[prev_total + k + a*2] = attrib;
             values[prev_total + k + a*3] = attrib;
         }
         prev_total += attrib_size;
     }
     GL.BindBuffer(BufferTarget.ArrayBuffer,s.vbo.OtherArrayBufferID);
     GL.BufferSubData(BufferTarget.ArrayBuffer,new IntPtr(sizeof(float) * a4 * index),new IntPtr(sizeof(float) * a4),values);
 }
Esempio n. 14
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 public static Surface Create(GLWindow window_,string texture_filename,string frag_shader,bool has_depth,params int[] vertex_attrib_counts)
 {
     Surface s = new Surface();
     s.window = window_;
     int dims = has_depth? 3 : 2;
     s.UseDepthBuffer = has_depth;
     VertexAttributes attribs = VertexAttributes.Create(vertex_attrib_counts);
     s.vbo = VBO.Create(dims,attribs);
     s.texture = Texture.Create(texture_filename);
     s.shader = Shader.Create(s.texture.TextureIndex,frag_shader);
     if(window_ != null){
         window_.Surfaces.Add(s);
     }
     return s;
 }