diff options
| -rw-r--r-- | Unicity.Engine/Properties/AssemblyInfo.cs | 10 | ||||
| -rw-r--r-- | Unicity.Game/Properties/AssemblyInfo.cs | 10 | ||||
| -rw-r--r-- | Unicity.Renderer/GraphicsRenderer.cs | 10 | ||||
| -rw-r--r-- | Unicity.Renderer/Properties/AssemblyInfo.cs | 10 | ||||
| -rw-r--r-- | Unicity.Renderer/Properties/Resources.Designer.cs | 83 | ||||
| -rw-r--r-- | Unicity.Renderer/Properties/Resources.resx | 127 | ||||
| -rw-r--r-- | Unicity.Renderer/RenderWindow.cs | 4 | ||||
| -rw-r--r-- | Unicity.Renderer/Resources/fragmentShader.frag (renamed from Unicity.Renderer/shaders/test.frag) | 2 | ||||
| -rw-r--r-- | Unicity.Renderer/Resources/vertexShader.vert (renamed from Unicity.Renderer/shaders/test.vert) | 2 | ||||
| -rw-r--r-- | Unicity.Renderer/Shader.cs | 2 | ||||
| -rw-r--r-- | Unicity.Renderer/Unicity.Renderer.csproj | 19 |
11 files changed, 247 insertions, 32 deletions
diff --git a/Unicity.Engine/Properties/AssemblyInfo.cs b/Unicity.Engine/Properties/AssemblyInfo.cs index b6ce7aa..c5888d5 100644 --- a/Unicity.Engine/Properties/AssemblyInfo.cs +++ b/Unicity.Engine/Properties/AssemblyInfo.cs @@ -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("")] diff --git a/Unicity.Game/Properties/AssemblyInfo.cs b/Unicity.Game/Properties/AssemblyInfo.cs index 8ebde5e..8ee9d08 100644 --- a/Unicity.Game/Properties/AssemblyInfo.cs +++ b/Unicity.Game/Properties/AssemblyInfo.cs @@ -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("")] diff --git a/Unicity.Renderer/GraphicsRenderer.cs b/Unicity.Renderer/GraphicsRenderer.cs index 513439e..5e1f730 100644 --- a/Unicity.Renderer/GraphicsRenderer.cs +++ b/Unicity.Renderer/GraphicsRenderer.cs @@ -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(); diff --git a/Unicity.Renderer/Properties/AssemblyInfo.cs b/Unicity.Renderer/Properties/AssemblyInfo.cs index 1bb3a9f..30d3225 100644 --- a/Unicity.Renderer/Properties/AssemblyInfo.cs +++ b/Unicity.Renderer/Properties/AssemblyInfo.cs @@ -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("")] diff --git a/Unicity.Renderer/Properties/Resources.Designer.cs b/Unicity.Renderer/Properties/Resources.Designer.cs new file mode 100644 index 0000000..c1bc96c --- /dev/null +++ b/Unicity.Renderer/Properties/Resources.Designer.cs @@ -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)); + } + } + } +} diff --git a/Unicity.Renderer/Properties/Resources.resx b/Unicity.Renderer/Properties/Resources.resx new file mode 100644 index 0000000..093fbf3 --- /dev/null +++ b/Unicity.Renderer/Properties/Resources.resx @@ -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>
\ No newline at end of file diff --git a/Unicity.Renderer/RenderWindow.cs b/Unicity.Renderer/RenderWindow.cs index eceac9a..823d866 100644 --- a/Unicity.Renderer/RenderWindow.cs +++ b/Unicity.Renderer/RenderWindow.cs @@ -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; diff --git a/Unicity.Renderer/shaders/test.frag b/Unicity.Renderer/Resources/fragmentShader.frag index 8deca4b..7009f75 100644 --- a/Unicity.Renderer/shaders/test.frag +++ b/Unicity.Renderer/Resources/fragmentShader.frag @@ -1,4 +1,4 @@ -#version 400 core +#version 330 core out vec4 FragColor; in vec4 vertexColor; diff --git a/Unicity.Renderer/shaders/test.vert b/Unicity.Renderer/Resources/vertexShader.vert index 99496c0..7d1ab7f 100644 --- a/Unicity.Renderer/shaders/test.vert +++ b/Unicity.Renderer/Resources/vertexShader.vert @@ -1,4 +1,4 @@ -#version 400 core +#version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec3 aColor; diff --git a/Unicity.Renderer/Shader.cs b/Unicity.Renderer/Shader.cs index 31dcef7..de2b191 100644 --- a/Unicity.Renderer/Shader.cs +++ b/Unicity.Renderer/Shader.cs @@ -1,6 +1,6 @@ using System; using OpenTK; -using OpenTK.Graphics.OpenGL4; +using OpenTK.Graphics.OpenGL; namespace Unicity.Renderer { diff --git a/Unicity.Renderer/Unicity.Renderer.csproj b/Unicity.Renderer/Unicity.Renderer.csproj index 2e8a049..4e5bc8a 100644 --- a/Unicity.Renderer/Unicity.Renderer.csproj +++ b/Unicity.Renderer/Unicity.Renderer.csproj @@ -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>
\ No newline at end of file |
