mirror of
https://github.com/alee14-projects/Unicity.git
synced 2025-01-22 07:53:19 -05:00
Embedded shader files in application
This commit is contained in:
parent
573eb0dc44
commit
cc845ca858
11 changed files with 247 additions and 32 deletions
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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
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// Allgemeine Informationen über eine Assembly werden über die folgenden
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// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
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// die einer Assembly zugeordnet sind.
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[assembly: AssemblyTitle("Unicity.Engine")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyTitle("Unicity Game Engine")]
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[assembly: AssemblyDescription("Game Engine for the Unicity game")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Unicity.Engine")]
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[assembly: AssemblyCopyright("Copyright © 2019")]
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[assembly: AssemblyCompany("Alee Productions")]
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[assembly: AssemblyProduct("Unicity Engine")]
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[assembly: AssemblyCopyright("Copyright © 2019 Alee Productions")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
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// Allgemeine Informationen über eine Assembly werden über die folgenden
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// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
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// die einer Assembly zugeordnet sind.
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[assembly: AssemblyTitle("Unicity.Game")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyTitle("Unicity")]
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[assembly: AssemblyDescription("Unicity game")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Unicity.Game")]
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[assembly: AssemblyCopyright("Copyright © 2019")]
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[assembly: AssemblyCompany("Alee Productions")]
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[assembly: AssemblyProduct("Unicity")]
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[assembly: AssemblyCopyright("Copyright © 2019 Alee Productions")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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@ -1,8 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Graphics.OpenGL;
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using Unicity.Renderer.Shapes;
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namespace Unicity.Renderer
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@ -26,8 +26,8 @@ namespace Unicity.Renderer
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this.window = window;
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window.Render += Window_Render;
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string vertexCode = File.ReadAllText("shaders/test.vert");
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string fragmentCode = File.ReadAllText("shaders/test.frag");
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string vertexCode = Encoding.UTF8.GetString(Properties.Resources.vertexShader);
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string fragmentCode = Encoding.UTF8.GetString(Properties.Resources.fragmentShader);
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shader = new Shader(vertexCode, fragmentCode);
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shader.Use();
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@ -84,8 +84,6 @@ namespace Unicity.Renderer
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GL.DeleteBuffer(triangleVBO);
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}
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foreach (float v in triangleVerts) System.Console.WriteLine(v);
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triangleVAO = GL.GenVertexArray();
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triangleVBO = GL.GenBuffer();
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@ -5,12 +5,12 @@ using System.Runtime.InteropServices;
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// Allgemeine Informationen über eine Assembly werden über die folgenden
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// Attribute gesteuert. Ändern Sie diese Attributwerte, um die Informationen zu ändern,
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// die einer Assembly zugeordnet sind.
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[assembly: AssemblyTitle("Unicity.Renderer")]
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[assembly: AssemblyDescription("")]
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[assembly: AssemblyTitle("Unicity Renderer")]
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[assembly: AssemblyDescription("Graphics renderer for the Unicity Engine")]
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[assembly: AssemblyConfiguration("")]
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[assembly: AssemblyCompany("")]
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[assembly: AssemblyProduct("Unicity.Renderer")]
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[assembly: AssemblyCopyright("Copyright © 2019")]
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[assembly: AssemblyCompany("Alee Productions")]
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[assembly: AssemblyProduct("Unicity Renderer")]
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[assembly: AssemblyCopyright("Copyright © 2019 Alee Productions")]
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[assembly: AssemblyTrademark("")]
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[assembly: AssemblyCulture("")]
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83
Unicity.Renderer/Properties/Resources.Designer.cs
generated
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83
Unicity.Renderer/Properties/Resources.Designer.cs
generated
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@ -0,0 +1,83 @@
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//------------------------------------------------------------------------------
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// <auto-generated>
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// Dieser Code wurde von einem Tool generiert.
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// Laufzeitversion:4.0.30319.42000
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//
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// Änderungen an dieser Datei können falsches Verhalten verursachen und gehen verloren, wenn
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// der Code erneut generiert wird.
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// </auto-generated>
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//------------------------------------------------------------------------------
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namespace Unicity.Renderer.Properties {
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using System;
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/// <summary>
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/// Eine stark typisierte Ressourcenklasse zum Suchen von lokalisierten Zeichenfolgen usw.
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/// </summary>
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// Diese Klasse wurde von der StronglyTypedResourceBuilder automatisch generiert
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// -Klasse über ein Tool wie ResGen oder Visual Studio automatisch generiert.
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// Um einen Member hinzuzufügen oder zu entfernen, bearbeiten Sie die .ResX-Datei und führen dann ResGen
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// mit der /str-Option erneut aus, oder Sie erstellen Ihr VS-Projekt neu.
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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internal class Resources {
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private static global::System.Resources.ResourceManager resourceMan;
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private static global::System.Globalization.CultureInfo resourceCulture;
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[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
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internal Resources() {
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}
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/// <summary>
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/// Gibt die zwischengespeicherte ResourceManager-Instanz zurück, die von dieser Klasse verwendet wird.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Resources.ResourceManager ResourceManager {
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get {
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if (object.ReferenceEquals(resourceMan, null)) {
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global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("Unicity.Renderer.Properties.Resources", typeof(Resources).Assembly);
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resourceMan = temp;
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}
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return resourceMan;
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}
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}
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/// <summary>
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/// Überschreibt die CurrentUICulture-Eigenschaft des aktuellen Threads für alle
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/// Ressourcenzuordnungen, die diese stark typisierte Ressourcenklasse verwenden.
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/// </summary>
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[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
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internal static global::System.Globalization.CultureInfo Culture {
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get {
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return resourceCulture;
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}
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set {
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resourceCulture = value;
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}
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
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/// </summary>
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internal static byte[] fragmentShader {
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get {
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object obj = ResourceManager.GetObject("fragmentShader", resourceCulture);
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return ((byte[])(obj));
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}
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}
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/// <summary>
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/// Sucht eine lokalisierte Ressource vom Typ System.Byte[].
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/// </summary>
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internal static byte[] vertexShader {
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get {
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object obj = ResourceManager.GetObject("vertexShader", resourceCulture);
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return ((byte[])(obj));
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}
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}
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}
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}
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127
Unicity.Renderer/Properties/Resources.resx
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127
Unicity.Renderer/Properties/Resources.resx
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@ -0,0 +1,127 @@
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<assembly alias="System.Windows.Forms" name="System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" />
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<data name="fragmentShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\fragmentShader.frag;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</data>
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<data name="vertexShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
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<value>..\Resources\vertexShader.vert;System.Byte[], mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</data>
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</root>
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@ -1,7 +1,7 @@
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using System;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Graphics.OpenGL;
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namespace Unicity.Renderer
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{
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@ -21,7 +21,7 @@ namespace Unicity.Renderer
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public RenderWindow(int width, int height, string title)
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{
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window = new GameWindow(width, height, GraphicsMode.Default, title, GameWindowFlags.Default, DisplayDevice.Default, 4, 0, GraphicsContextFlags.ForwardCompatible);
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window = new GameWindow(width, height, GraphicsMode.Default, title, GameWindowFlags.Default, DisplayDevice.Default, 3, 3, GraphicsContextFlags.ForwardCompatible);
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window.Load += Window_Load;
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window.Resize += Window_Resize;
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window.UpdateFrame += Window_UpdateFrame;
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@ -1,4 +1,4 @@
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#version 400 core
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#version 330 core
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out vec4 FragColor;
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in vec4 vertexColor;
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@ -1,4 +1,4 @@
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#version 400 core
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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@ -1,6 +1,6 @@
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using System;
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using OpenTK;
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Graphics.OpenGL;
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namespace Unicity.Renderer
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{
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@ -51,6 +51,11 @@
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<ItemGroup>
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<Compile Include="GraphicsRenderer.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Properties\Resources.Designer.cs">
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<AutoGen>True</AutoGen>
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<DesignTime>True</DesignTime>
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<DependentUpon>Resources.resx</DependentUpon>
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</Compile>
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<Compile Include="RenderWindow.cs" />
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<Compile Include="Shader.cs" />
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<Compile Include="Shapes\Shape.cs" />
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<ItemGroup>
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<None Include="OpenTK.dll.config" />
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<None Include="packages.config" />
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<None Include="shaders\test.frag">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="shaders\test.vert">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Include="Resources\fragmentShader.frag" />
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<None Include="Resources\vertexShader.vert" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Properties\Resources.resx">
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<Generator>ResXFileCodeGenerator</Generator>
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<LastGenOutput>Resources.Designer.cs</LastGenOutput>
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</EmbeddedResource>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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</Project>
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