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https://github.com/hajimehoshi/ebiten.git
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d8b34b136a
Fixes #1144
232 lines
7.7 KiB
C#
232 lines
7.7 KiB
C#
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.IO;
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using {{.Namespace}}.AutoGen;
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namespace {{.Namespace}}
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{
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// Operation must sync with driver.Operation.
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enum Operation
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{
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Zero,
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One,
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SrcAlpha,
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DstAlpha,
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OneMinusSrcAlpha,
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OneMinusDstAlpha,
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}
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public class GoGame : Game
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{
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private GraphicsDeviceManager graphics;
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private IInvokable onUpdate;
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private IInvokable onDraw;
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private VertexBuffer vertexBuffer;
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private IndexBuffer indexBuffer;
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private Effect effect;
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public GoGame(IInvokable onUpdate, IInvokable onDraw)
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{
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this.onUpdate = onUpdate;
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this.onDraw = onDraw;
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this.graphics = new GraphicsDeviceManager(this);
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this.graphics.PreferredBackBufferWidth = 640;
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this.graphics.PreferredBackBufferHeight = 480;
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this.Content.RootDirectory = "Content";
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this.IsMouseVisible = true;
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}
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protected override void LoadContent()
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{
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VertexElement[] elements = new VertexElement[]
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{
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new VertexElement(sizeof(float)*0, VertexElementFormat.Vector2, VertexElementUsage.Position, 0),
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new VertexElement(sizeof(float)*2, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0),
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new VertexElement(sizeof(float)*4, VertexElementFormat.Vector4, VertexElementUsage.TextureCoordinate, 1),
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new VertexElement(sizeof(float)*8, VertexElementFormat.Vector4, VertexElementUsage.Color, 0),
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};
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this.vertexBuffer = new DynamicVertexBuffer(
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this.GraphicsDevice, new VertexDeclaration(elements), 65536, BufferUsage.None);
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this.GraphicsDevice.SetVertexBuffer(this.vertexBuffer);
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this.indexBuffer = new DynamicIndexBuffer(
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this.GraphicsDevice, IndexElementSize.SixteenBits, 65536, BufferUsage.None);
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this.GraphicsDevice.Indices = this.indexBuffer;
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// TODO: Add more shaders for e.g., linear filter.
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this.effect = Content.Load<Effect>("Shader");
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this.GraphicsDevice.RasterizerState = new RasterizerState()
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{
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CullMode = CullMode.None,
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};
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base.LoadContent();
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}
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internal void SetDestination(RenderTarget2D renderTarget2D, int viewportWidth, int viewportHeight)
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{
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this.GraphicsDevice.SetRenderTarget(renderTarget2D);
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this.GraphicsDevice.Viewport = new Viewport(0, 0, viewportWidth, viewportHeight);
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this.effect.Parameters["ViewportSize"].SetValue(new Vector2(viewportWidth, viewportHeight));
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}
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internal void SetSource(Texture2D texture2D)
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{
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this.effect.Parameters["Texture"].SetValue(texture2D);
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}
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internal void SetVertices(byte[] vertices, byte[] indices)
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{
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this.vertexBuffer.SetData(vertices, 0, vertices.Length);
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this.indexBuffer.SetData(indices, 0, indices.Length);
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}
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protected override void Update(GameTime gameTime)
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{
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this.onUpdate.Invoke(null);
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base.Update(gameTime);
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}
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protected override void Draw(GameTime gameTime)
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{
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this.onDraw.Invoke(null);
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base.Draw(gameTime);
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}
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internal void DrawTriangles(int indexLen, int indexOffset, Blend blendSrc, Blend blendDst)
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{
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this.GraphicsDevice.BlendState = new BlendState()
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{
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AlphaSourceBlend = blendSrc,
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ColorSourceBlend = blendSrc,
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AlphaDestinationBlend = blendDst,
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ColorDestinationBlend = blendDst,
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};
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foreach (EffectPass pass in this.effect.CurrentTechnique.Passes)
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{
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pass.Apply();
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this.GraphicsDevice.DrawIndexedPrimitives(
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PrimitiveType.TriangleList, 0, indexOffset, indexLen / 3);
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}
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}
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}
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// This methods are called from Go world. They must not have overloads.
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class GameGoBinding
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{
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private static Blend ToBlend(Operation operation)
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{
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switch (operation)
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{
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case Operation.Zero:
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return Blend.Zero;
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case Operation.One:
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return Blend.One;
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case Operation.SrcAlpha:
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return Blend.SourceAlpha;
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case Operation.DstAlpha:
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return Blend.DestinationAlpha;
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case Operation.OneMinusSrcAlpha:
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return Blend.InverseSourceAlpha;
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case Operation.OneMinusDstAlpha:
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return Blend.InverseDestinationAlpha;
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}
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throw new ArgumentOutOfRangeException("operation", operation, "");
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}
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private GoGame game;
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private GameGoBinding(IInvokable onUpdate, IInvokable onDraw)
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{
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this.game = new GoGame(onUpdate, onDraw);
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}
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private void Run()
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{
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try
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{
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this.game.Run();
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}
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finally
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{
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this.game.Dispose();
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}
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}
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private RenderTarget2D NewRenderTarget2D(double width, double height)
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{
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return new RenderTarget2D(this.game.GraphicsDevice, (int)width, (int)height);
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}
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private void Dispose(Texture2D texture2D)
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{
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texture2D.Dispose();
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}
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private void ReplacePixels(RenderTarget2D renderTarget2D, byte[] pixels, double x, double y, double width, double height)
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{
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var rect = new Rectangle((int)x, (int)y, (int)width, (int)height);
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renderTarget2D.SetData(0, rect, pixels, 0, pixels.Length);
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}
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private byte[] Pixels(Texture2D texture2D, double width, double height)
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{
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Rectangle rect = new Rectangle(0, 0, (int)width, (int)height);
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byte[] data = new byte[4*(int)width*(int)height];
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texture2D.GetData(0, rect, data, 0, data.Length);
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return data;
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}
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private void SetDestination(RenderTarget2D renderTarget2D, double viewportWidth, double viewportHeight)
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{
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this.game.SetDestination(renderTarget2D, (int)viewportWidth, (int)viewportHeight);
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}
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private void SetSource(Texture2D texture2D)
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{
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this.game.SetSource(texture2D);
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}
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private void SetVertices(byte[] vertices, byte[] indices)
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{
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this.game.SetVertices(vertices, indices);
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}
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private void Draw(double indexLen, double indexOffset, double operationSrc, double operationDst)
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{
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this.game.DrawTriangles((int)indexLen, (int)indexOffset, ToBlend((Operation)operationSrc), ToBlend((Operation)operationDst));
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}
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private bool IsKeyPressed(string driverKey)
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{
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Keys key;
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switch (driverKey)
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{
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case "KeyDown":
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key = Keys.Down;
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break;
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case "KeyLeft":
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key = Keys.Left;
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break;
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case "KeySpace":
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key = Keys.Space;
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break;
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case "KeyRight":
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key = Keys.Right;
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break;
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case "KeyUp":
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key = Keys.Up;
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break;
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default:
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return false;
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}
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return Keyboard.GetState().IsKeyDown(key);
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}
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}
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}
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