Embedded shader files in application

This commit is contained in:
Adrian Ulbrich 2019-11-10 01:26:11 +01:00
parent 573eb0dc44
commit cc845ca858
No known key found for this signature in database
GPG key ID: A0612DCF5D911645
11 changed files with 247 additions and 32 deletions

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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("Unicity.Engine")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyTitle("Unicity Game Engine")]
[assembly: AssemblyDescription("Game Engine for the Unicity game")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unicity.Engine")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyCompany("Alee Productions")]
[assembly: AssemblyProduct("Unicity Engine")]
[assembly: AssemblyCopyright("Copyright © 2019 Alee Productions")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("Unicity.Game")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyTitle("Unicity")]
[assembly: AssemblyDescription("Unicity game")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unicity.Game")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyCompany("Alee Productions")]
[assembly: AssemblyProduct("Unicity")]
[assembly: AssemblyCopyright("Copyright © 2019 Alee Productions")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

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@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Graphics.OpenGL;
using Unicity.Renderer.Shapes;
namespace Unicity.Renderer
@ -26,8 +26,8 @@ namespace Unicity.Renderer
this.window = window;
window.Render += Window_Render;
string vertexCode = File.ReadAllText("shaders/test.vert");
string fragmentCode = File.ReadAllText("shaders/test.frag");
string vertexCode = Encoding.UTF8.GetString(Properties.Resources.vertexShader);
string fragmentCode = Encoding.UTF8.GetString(Properties.Resources.fragmentShader);
shader = new Shader(vertexCode, fragmentCode);
shader.Use();
@ -84,8 +84,6 @@ namespace Unicity.Renderer
GL.DeleteBuffer(triangleVBO);
}
foreach (float v in triangleVerts) System.Console.WriteLine(v);
triangleVAO = GL.GenVertexArray();
triangleVBO = GL.GenBuffer();

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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
// Allgemeine Informationen über eine Assembly werden über die folgenden
// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
// die einer Assembly zugeordnet sind.
[assembly: AssemblyTitle("Unicity.Renderer")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyTitle("Unicity Renderer")]
[assembly: AssemblyDescription("Graphics renderer for the Unicity Engine")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("Unicity.Renderer")]
[assembly: AssemblyCopyright("Copyright © 2019")]
[assembly: AssemblyCompany("Alee Productions")]
[assembly: AssemblyProduct("Unicity Renderer")]
[assembly: AssemblyCopyright("Copyright © 2019 Alee Productions")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]

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@ -0,0 +1,83 @@
//------------------------------------------------------------------------------
// <auto-generated>
// Dieser Code wurde von einem Tool generiert.
// Laufzeitversion:4.0.30319.42000
//
// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
// der Code erneut generiert wird.
// </auto-generated>
//------------------------------------------------------------------------------
namespace Unicity.Renderer.Properties {
using System;
/// <summary>
/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
/// </summary>
// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources() {
}
/// <summary>
/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager {
get {
if (object.ReferenceEquals(resourceMan, null)) {
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Unicity.Renderer.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture {
get {
return resourceCulture;
}
set {
resourceCulture = value;
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
internal static byte[] fragmentShader {
get {
object obj = ResourceManager.GetObject("fragmentShader", resourceCulture);
return ((byte[])(obj));
}
}
/// <summary>
/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
/// </summary>
internal static byte[] vertexShader {
get {
object obj = ResourceManager.GetObject("vertexShader", resourceCulture);
return ((byte[])(obj));
}
}
}
}

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@ -0,0 +1,127 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
<data name="fragmentShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\fragmentShader.frag;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
<data name="vertexShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\vertexShader.vert;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</data>
</root>

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@ -1,7 +1,7 @@
using System;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Graphics.OpenGL;
namespace Unicity.Renderer
{
@ -21,7 +21,7 @@ namespace Unicity.Renderer
public RenderWindow(int width, int height, string title)
{
window = new GameWindow(width, height, GraphicsMode.Default, title, GameWindowFlags.Default, DisplayDevice.Default, 4, 0, GraphicsContextFlags.ForwardCompatible);
window = new GameWindow(width, height, GraphicsMode.Default, title, GameWindowFlags.Default, DisplayDevice.Default, 3, 3, GraphicsContextFlags.ForwardCompatible);
window.Load += Window_Load;
window.Resize += Window_Resize;
window.UpdateFrame += Window_UpdateFrame;

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@ -1,4 +1,4 @@
#version 400 core
#version 330 core
out vec4 FragColor;
in vec4 vertexColor;

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@ -1,4 +1,4 @@
#version 400 core
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

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@ -1,6 +1,6 @@
using System;
using OpenTK;
using OpenTK.Graphics.OpenGL4;
using OpenTK.Graphics.OpenGL;
namespace Unicity.Renderer
{

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@ -51,6 +51,11 @@
<ItemGroup>
<Compile Include="GraphicsRenderer.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DesignTime>True</DesignTime>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<Compile Include="RenderWindow.cs" />
<Compile Include="Shader.cs" />
<Compile Include="Shapes\Shape.cs" />
@ -59,12 +64,14 @@
<ItemGroup>
<None Include="OpenTK.dll.config" />
<None Include="packages.config" />
<None Include="shaders\test.frag">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Include="shaders\test.vert">
<CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None>
<None Include="Resources\fragmentShader.frag" />
<None Include="Resources\vertexShader.vert" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
</EmbeddedResource>
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>