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Program.cs
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Program.cs
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using System;
using System.IO;
using System.Numerics;
using System.Reflection;
using Veldrid;
using VeldridGen.Example.Engine;
using VeldridGen.Example.Engine.Visual;
using VeldridGen.Example.Engine.Visual.Sprites;
using VeldridGen.Example.SpriteRenderer;
namespace VeldridGen.Example.TestApp
{
static class Program
{
static string FindRoot(string binDir)
{
var curDir = new DirectoryInfo(binDir);
while (curDir != null && !Directory.Exists(Path.Combine(curDir.FullName, "Engine")))
curDir = curDir.Parent;
return curDir?.FullName;
}
static int Main(string[] args)
{
if (args.Length == 1)
return ShaderHeaderEmitter.EmitAll(args[0]);
if (args.Length != 0)
{
Console.WriteLine("Unexpected arguments encountered. Valid arguments are: 0 to run normally, 1 argument (shader path) to emit shader headers");
return 1;
}
var binDir = Path.GetDirectoryName(Assembly.GetEntryAssembly().Location);
var rootDir = FindRoot(binDir);
if (rootDir == null)
throw new InvalidOperationException("Could not find root directory");
var exchange = new EventExchange();
var fileSystem = new FileSystem();
var shaderCache = new ShaderCache(Path.Combine(binDir, "Shaders"));
var layoutSource = new ResourceLayoutSource();
var samplerSource = new SpriteSamplerSource();
var textureSource = new TextureSource();
var framebuffer = new MainFramebuffer("FB_Main");
var spriteManager = new SpriteManager();
var spriteFactory = new SpriteFactory();
var palette = BuildPalette();
var paletteManager = new PaletteManager(palette);
var texture = BuildTexture();
var scene = new SceneRenderer("MainScene", framebuffer)
.AddRenderer(new SpriteRenderer.SpriteRenderer(framebuffer), typeof(VeldridSpriteBatch))
.AddSource(spriteManager)
;
var camera = new PerspectiveCamera();
var engine = new VeldridEngine(GraphicsBackend.Direct3D11, false, scene);
shaderCache.AddShaderPath(Path.Combine(rootDir, @"SpriteRenderer\Shaders"));
exchange
.Register<IFileSystem>(fileSystem)
.Register<IResourceLayoutSource>(layoutSource)
.Register<ISpriteSamplerSource>(samplerSource)
.Register<ITextureSource>(textureSource)
.Register<IShaderCache>(shaderCache)
.Register<ICamera>(camera)
.Attach(framebuffer)
.Attach(scene)
.Attach(engine)
.Attach(paletteManager)
.Attach(spriteManager)
.Attach(spriteFactory)
;
// Make a few thousand small sprites to demonstrate instancing
var key = new SpriteKey(texture, SpriteSampler.Linear, 1, SpriteKeyFlags.UsePalette);
var width = 200;
var height = 100;
var lease = spriteManager.Borrow(key, 5 * width * height, null);
for (int j = 0; j < height; j++)
for (int i = 0; i < width; i++)
Set(i, j, width, height, lease, texture);
engine.Run();
return 0;
}
static void Set(int x, int y, int width, int height, SpriteLease lease, ITexture texture)
{
int baseIndex = (y * width + x) * 5;
var center = new Vector3(
16.0f*((float)x/width - 0.5f),
16.0f*((float)y/height - 0.5f),
-10);
var size = new Vector2((float)x / (8*width), (float)y / (8*height));
var size3 = new Vector3(size.X, size.Y, 0);
bool lockWasTaken = false;
var span = lease.Lock(ref lockWasTaken);
try
{
span[baseIndex + 0] = new SpriteInstanceData(center + size3 * new Vector3(0, 0, 0), size, texture.Regions[0], SpriteFlags.None);
span[baseIndex + 1] = new SpriteInstanceData(center + size3 * new Vector3(-1, -1, 0), size, texture.Regions[1], SpriteFlags.None);
span[baseIndex + 2] = new SpriteInstanceData(center + size3 * new Vector3(-1, 1, 0), size, texture.Regions[2], SpriteFlags.None);
span[baseIndex + 3] = new SpriteInstanceData(center + size3 * new Vector3(1, -1, 0), size, texture.Regions[3], SpriteFlags.None);
span[baseIndex + 4] = new SpriteInstanceData(center + size3 * new Vector3(1, 1, 0), size, texture.Regions[4], SpriteFlags.None);
}
finally
{
lease.Unlock(lockWasTaken);
}
}
static SimpleTexture<uint> BuildPalette()
{
var palette = new SimpleTexture<uint>(new AssetId(0, "Palette"), 256, 1);
var pixels = palette.MutablePixelData;
for (int i = 0; i < pixels.Length; i++)
pixels[i] = ApiUtil.PackColor((byte)i, (byte)i, (byte)i, 0xff);
pixels[0] = 0; // 0 is transparent
return palette;
}
static ArrayTexture<byte> BuildTexture()
{
var texture = new ArrayTexture<byte>(new AssetId(1, "Test Texture"), 64, 64, 5);
{
texture.AddRegion(0, 0, 64, 64);
var pixels = texture.GetMutableRegionBuffer(0);
for (int j = 0; j < pixels.Height; j++)
for (int i = 0; i < pixels.Width; i++)
pixels.Buffer[j * pixels.Width + i] = i == 0 || j == 0 ? (byte)255 : (byte)(2 * (i + j));
}
{
texture.AddRegion(0, 0, 64, 64, 1);
var pixels = texture.GetMutableRegionBuffer(1);
for (int j = 0; j < pixels.Height; j++)
for (int i = 0; i < pixels.Width; i++)
pixels.Buffer[j * pixels.Width + i] = i == 0 || j == 0 ? (byte)255 : (byte)(255 - 2 * (i + j));
}
{
texture.AddRegion(0, 0, 64, 64, 2);
var pixels = texture.GetMutableRegionBuffer(2);
for (int j = 0; j < pixels.Height; j++)
for (int i = 0; i < pixels.Width; i++)
pixels.Buffer[j * pixels.Width + i] = i == 0 || j == 0 ? (byte)255 : (byte)((i - j));
}
{
texture.AddRegion(0, 0, 64, 64, 3);
var pixels = texture.GetMutableRegionBuffer(3);
for (int j = 0; j < pixels.Height; j++)
for (int i = 0; i < pixels.Width; i++)
pixels.Buffer[j * pixels.Width + i] = i == 0 || j == 0 ? (byte)255 : (byte)(i * j);
}
{
texture.AddRegion(0, 0, 64, 64, 4);
var pixels = texture.GetMutableRegionBuffer(4);
for (int j = 0; j < pixels.Height; j++)
for (int i = 0; i < pixels.Width; i++)
pixels.Buffer[j * pixels.Width + i] = i == 0 || j == 0 ? (byte)255 : (byte)(i % j);
}
return texture;
}
}
}