Merge remote-tracking branch 'origin/main'

This commit is contained in:
Julian Nießner
2021-05-14 11:14:17 +02:00
parent b11a7afab3
commit e907ff08bf
5 changed files with 303 additions and 44 deletions

9
Screens/IScreen.cs Normal file
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@@ -0,0 +1,9 @@
namespace MyGame.Screens
{
public interface IScreen
{
void Update();
void Draw();
}
}

15
Screens/MenuScreen.cs Normal file
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@@ -0,0 +1,15 @@
namespace MyGame.Screens
{
public class MenuScreen : IScreen
{
public void Update()
{
}
public void Draw()
{
}
}
}

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@@ -40,7 +40,7 @@ float4 MainPS(VertexShaderOutput input) : COLOR
float4 res = input.Color; float4 res = input.Color;
float distFromLine = length(input.Normal); float distFromLine = length(input.Normal);
float alpha = 1.0 - ((clamp(distFromLine, (1.0 - feather),1.0) - (1.0 - feather)) / feather); float alpha = 1.0 - ((clamp(distFromLine, (1.0 - feather),1.0) - (1.0 - feather)) / feather);
res.a = alpha; //res.a = alpha;
return res; return res;
} }

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@@ -1,14 +1,20 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Diagnostics; using System.Diagnostics;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using System.Collections;
using System;
namespace MyGame.Primitives namespace MyGame.Primitives
{ {
public class Line public class Line
{ {
private List<Vector2> points; private List<Vector2> points;
private float thickness = 1.0f; private float thickness;
public enum JoinType public enum JoinType
{ {
@@ -25,71 +31,289 @@ namespace MyGame.Primitives
} }
private Color LineColor { get; set; } private Color LineColor { get; set; }
private LineCaps LineEndings { get; set; }
private JoinType JoinTypes { get; set; }
//Graphical representation //Graphical representation
private VertexBuffer vbo; private VertexBuffer vbo;
private IndexBuffer ibo; private IndexBuffer ibo;
private GraphicsDevice gDevice; private GraphicsDevice gDevice;
public Line(List<Vector2> points) private class LinkedMeshList : IEnumerable<LinkedMeshListNode>
{ {
this.points = points; public int Count { get; set; }
this.LineColor = Color.Black;
public LinkedMeshListNode FirstNode { get; private set; }
public LinkedMeshListNode LastNode { get; private set; }
public LinkedMeshList()
{
this.Count = 0;
}
public void Remove(LinkedMeshListNode node)
{
throw new NotImplementedException();
}
public void AddBefore(LinkedMeshListNode node, LinkedMeshListNode beforeNode)
{
var oldBefore = node.Previous;
oldBefore.Next = beforeNode;
beforeNode.Previous = oldBefore;
beforeNode.Next = node;
node.Previous = beforeNode;
Count++;
}
public void AddAfter(LinkedMeshListNode node, LinkedMeshListNode afterNode)
{
var oldNext = node.Next;
node.Next = afterNode;
afterNode.Previous = node;
afterNode.Next = oldNext;
oldNext.Previous = afterNode;
Count++;
}
public void Append(LinkedMeshListNode node)
{
if (this.Count == 0)
{
this.FirstNode = node;
this.LastNode = node;
Count++;
return;
}
this.LastNode.Next = node;
node.Previous = this.LastNode;
this.LastNode = node;
this.Count++;
}
public List<VertexPositionColorTexture> GetVerticeList()
{
List<VertexPositionColorTexture> verticesList = new List<VertexPositionColorTexture>();
foreach (var node in this)
{
verticesList.AddRange(node.GenerateVerticeList());
}
return verticesList;
}
public List<ushort> GetIndiceList()
{
List<ushort> indeicesList = new List<ushort>();
foreach (var node in this)
{
indeicesList.AddRange(node.GenerateIndiceList());
}
return indeicesList;
}
public IEnumerator<LinkedMeshListNode> GetEnumerator()
{
LinkedMeshListNode curNode = this.FirstNode;
while (curNode != null)
{
yield
return curNode;
curNode = curNode.Next;
}
}
IEnumerator IEnumerable.GetEnumerator()
{
throw new NotImplementedException();
}
} }
private abstract class LinkedMeshListNode
{
public LinkedMeshListNode Next { get; set; }
private LinkedMeshListNode previous;
public LinkedMeshListNode Previous
{
get
{
return this.previous;
}
set
{
this.IndexOffset = value.IndexOffset + value.GetVertexCount();
this.previous = value;
}
}
public int IndexOffset { get; private set; }
public abstract int GetVertexCount();
public abstract List<VertexPositionColorTexture> GenerateVerticeList();
public abstract List<ushort> GenerateIndiceList();
public LinkedMeshListNode()
{
this.IndexOffset = 0;
}
}
private class Segment : LinkedMeshListNode
{
public Vector2 Start { get; private set; }
public Vector2 End { get; private set; }
public Vector2 Normal { get; private set; }
public const ushort INDEX_BL = 0;
public const ushort INDEX_BR = 1;
public const ushort INDEX_TL = 2;
public const ushort INDEX_TR = 3;
private Color color { get; set; }
public Segment(Vector2 start, Vector2 end, Color color) : base()
{
this.Start = start;
this.End = end;
Vector2 dir = end - start;
Vector2 perpendincularVector = new Vector2(dir.Y, -dir.X);
perpendincularVector.Normalize();
this.Normal = perpendincularVector;
this.color = color;
}
public override List<VertexPositionColorTexture> GenerateVerticeList()
{
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
var offsetPoint1 = new Vector3(this.Start.X, this.Start.Y, 0.0f);
vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.color, this.Normal));
vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.color, this.Normal * -1));
var offsetPoint1Next = new Vector3(this.End.X, this.End.Y, 0.0f);
vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.color, this.Normal));
vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.color, this.Normal * -1));
return vertices;
}
public override List<ushort> GenerateIndiceList()
{
List<ushort> indices = new List<ushort>();
indices.Add((ushort)(this.IndexOffset + INDEX_BL));
indices.Add((ushort)(this.IndexOffset + INDEX_BR));
indices.Add((ushort)(this.IndexOffset + INDEX_TL));
indices.Add((ushort)(this.IndexOffset + INDEX_TL));
indices.Add((ushort)(this.IndexOffset + INDEX_BR));
indices.Add((ushort)(this.IndexOffset + INDEX_TR));
return indices;
}
public override int GetVertexCount()
{
return 4;
}
}
private class BevelLineJoin : LinkedMeshListNode
{
private Color color { get; set; }
public BevelLineJoin(Color color) : base()
{
this.color = color;
}
public override List<ushort> GenerateIndiceList()
{
Debug.Assert(this.Previous != null);
Debug.Assert(this.Previous is Segment);
Debug.Assert(this.Next != null);
Debug.Assert(this.Next is Segment);
var next = this.Next as Segment;
var previous = this.Previous as Segment;
ushort lastOffset = (ushort)previous.IndexOffset;
ushort nextOffset = (ushort)next.IndexOffset;
List<ushort> indices = new List<ushort>();
indices.Add((ushort)(lastOffset + Segment.INDEX_TL));
indices.Add((ushort)(lastOffset + Segment.INDEX_TR));
indices.Add((ushort)(nextOffset + Segment.INDEX_BL));
indices.Add((ushort)(lastOffset + Segment.INDEX_TL));
indices.Add((ushort)(lastOffset + Segment.INDEX_TR));
indices.Add((ushort)(nextOffset + Segment.INDEX_BR));
return indices;
}
public override List<VertexPositionColorTexture> GenerateVerticeList()
{
return new List<VertexPositionColorTexture>();
}
public override int GetVertexCount()
{
return 0;
}
}
public Line(List<Vector2> points)
: this(points, 1.0f)
{ }
public Line(List<Vector2> points, float thickness) public Line(List<Vector2> points, float thickness)
{ : this(points, thickness, Color.Black)
this.points = points; { }
this.thickness = thickness;
this.LineColor = Color.Black;
}
public Line(List<Vector2> points, float thickness, Color color) public Line(List<Vector2> points, float thickness, Color color)
: this(points, thickness, color, JoinType.None)
{ }
public Line(List<Vector2> points, float thickness, Color color, JoinType joinType)
: this(points, thickness, color, joinType, LineCaps.None)
{ }
public Line(List<Vector2> points, float thickness, Color color, JoinType joinType, LineCaps caps)
{ {
this.points = points; this.points = points;
this.thickness = thickness; this.thickness = thickness;
this.LineColor = color; this.LineColor = color;
this.JoinTypes = joinType;
this.LineEndings = caps;
} }
public void InitOnGraphicalDevice(GraphicsDevice device) public void InitOnGraphicalDevice(GraphicsDevice device)
{ {
this.gDevice = device; this.gDevice = device;
Debug.Assert(this.points.Count >= 2); Debug.Assert(this.points.Count >= 2);
List<VertexPositionColorTexture> vertices = new List<VertexPositionColorTexture>();
List<ushort> indices = new List<ushort>(); LinkedMeshList meshList = new LinkedMeshList();
for (int i = 0; i < this.points.Count - 1; i++) for (int i = 0; i < this.points.Count - 1; i++)
{ {
var p = this.points[i]; var p = this.points[i];
var pNext = this.points[i + 1]; var pNext = this.points[i + 1];
meshList.Append(new Segment(p, pNext, this.LineColor));
Vector2 dir = pNext - p;
Vector2 perpendincularVector = new Vector2(dir.Y, -dir.X);
perpendincularVector.Normalize();
var offsetPoint1 = new Vector3(p.X, p.Y, 0.0f);
var offsetPoint2 = new Vector3(p.X, p.Y, 0.0f);
vertices.Add(new VertexPositionColorTexture(offsetPoint1, this.LineColor, perpendincularVector));
vertices.Add(new VertexPositionColorTexture(offsetPoint2, this.LineColor, perpendincularVector * -1));
var offsetPoint1Next = new Vector3(pNext.X, pNext.Y, 0.0f);
var offsetPoint2Next = new Vector3(pNext.X, pNext.Y, 0.0f);
vertices.Add(new VertexPositionColorTexture(offsetPoint1Next, this.LineColor, perpendincularVector));
vertices.Add(new VertexPositionColorTexture(offsetPoint2Next, this.LineColor, perpendincularVector * -1));
} }
for (int i = 0; i < vertices.Count; i += 4) var curNode = meshList.FirstNode;
while (curNode != null && curNode.Next != null)
{ {
indices.Add((ushort)(i)); meshList.AddAfter(curNode, new BevelLineJoin(this.LineColor));
indices.Add((ushort)(i + 1)); curNode = curNode.Next.Next;
indices.Add((ushort)(i + 2));
indices.Add((ushort)(i + 2));
indices.Add((ushort)(i + 1));
indices.Add((ushort)(i + 3));
} }
List<VertexPositionColorTexture> vertices = meshList.GetVerticeList();
List<ushort> indices = meshList.GetIndiceList();
this.vbo = new VertexBuffer(device, typeof(VertexPositionColorTexture), (this.points.Count - 1) * 4, BufferUsage.WriteOnly); this.vbo = new VertexBuffer(device, typeof(VertexPositionColorTexture), vertices.Count, BufferUsage.WriteOnly);
this.vbo.SetData<VertexPositionColorTexture>(vertices.ToArray()); this.vbo.SetData<VertexPositionColorTexture>(vertices.ToArray());
this.ibo = new IndexBuffer(device, typeof(ushort), indices.Count, BufferUsage.WriteOnly); this.ibo = new IndexBuffer(device, typeof(ushort), indices.Count, BufferUsage.WriteOnly);
this.ibo.SetData<ushort>(indices.ToArray()); this.ibo.SetData<ushort>(indices.ToArray());
@@ -100,7 +324,8 @@ namespace MyGame.Primitives
this.gDevice.SetVertexBuffer(this.vbo); this.gDevice.SetVertexBuffer(this.vbo);
this.gDevice.Indices = this.ibo; this.gDevice.Indices = this.ibo;
RasterizerState rasterizerState = new RasterizerState(); RasterizerState rasterizerState = new RasterizerState();
rasterizerState.CullMode = CullMode.None; // rasterizerState.CullMode = CullMode.None;
//rasterizerState.FillMode = FillMode.WireFrame;
this.gDevice.RasterizerState = rasterizerState; this.gDevice.RasterizerState = rasterizerState;
lineEffect.Parameters["thickness"].SetValue(this.thickness); lineEffect.Parameters["thickness"].SetValue(this.thickness);
foreach (EffectPass pass in lineEffect.CurrentTechnique.Passes) foreach (EffectPass pass in lineEffect.CurrentTechnique.Passes)

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@@ -1,4 +1,5 @@
using System.Collections.Generic; using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Input;
@@ -7,7 +8,7 @@ using MyGame.Primitives;
namespace Barbs namespace Barbs
{ {
class Program : Game class Program : Game, IDisposable
{ {
Texture2D ballTexture; Texture2D ballTexture;
private GraphicsDeviceManager graphics; private GraphicsDeviceManager graphics;
@@ -26,10 +27,10 @@ namespace Barbs
protected override void Initialize() protected override void Initialize()
{ {
// TODO: Add your initialization logic here graphics.PreferredBackBufferHeight = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;
graphics.PreferredBackBufferHeight = 1824; graphics.PreferredBackBufferWidth = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;
graphics.PreferredBackBufferWidth = 2736;
graphics.ApplyChanges(); graphics.ApplyChanges();
Window.IsBorderless = true;
base.Initialize(); base.Initialize();
} }
@@ -41,18 +42,24 @@ namespace Barbs
ballTexture = Content.Load<Texture2D>("ball"); ballTexture = Content.Load<Texture2D>("ball");
world = Matrix.CreateTranslation(0, 0, 0); world = Matrix.CreateTranslation(0, 0, 0);
view = Matrix.CreateLookAt(new Vector3(0, 0, 3), new Vector3(0, 0, 0), new Vector3(0, 1, 0)); view = Matrix.CreateLookAt(new Vector3(0.3f, 0, 2.0f), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 480f, 0.01f, 100f);
basicEffect = new BasicEffect(GraphicsDevice); basicEffect = new BasicEffect(GraphicsDevice);
lineEffect = Content.Load<Effect>("shaders/line"); lineEffect = Content.Load<Effect>("shaders/line");
Vector2[] arr = { new Vector2(0.0f,0.0f), new Vector2(0.2f,0.5f), new Vector2(0.2f,0.0f), new Vector2(0.5f,0.0f), Vector2[] arr = { new Vector2(0.0f,0.0f), new Vector2(0.2f,0.5f), new Vector2(0.2f,0.0f), new Vector2(0.5f,0.0f),
new Vector2(0.7f,-0.5f)}; new Vector2(0.7f,-0.5f), new Vector2(1.0f, 1.0f)};
this.testLine = new Line(new List<Vector2>(arr), 0.01f, Color.DarkSlateGray); this.testLine = new Line(new List<Vector2>(arr), 0.01f, Color.DarkSlateGray);
this.testLine.InitOnGraphicalDevice(GraphicsDevice); this.testLine.InitOnGraphicalDevice(GraphicsDevice);
} }
protected void Dispose()
{
//Cleanup
// OR Final call before shutdown
}
protected override void Update(GameTime gameTime) protected override void Update(GameTime gameTime)
{ {
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
@@ -84,8 +91,11 @@ namespace Barbs
static void Main(string[] args) static void Main(string[] args)
{ {
var pro = new Program();
pro.Run(); using (Program game = new Program())
{
game.Run();
}
} }
} }
} }