added barebones ui rendering

This commit is contained in:
2026-04-20 15:36:30 +02:00
parent 96c1faa626
commit a324ff0d16
9 changed files with 230 additions and 6 deletions

26
.vscode/launch.json vendored Normal file
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@@ -0,0 +1,26 @@
{
"version": "0.2.0",
"configurations": [
{
// Use IntelliSense to find out which attributes exist for C# debugging
// Use hover for the description of the existing attributes
// For further information visit https://github.com/dotnet/vscode-csharp/blob/main/debugger-launchjson.md
"name": ".NET Core Launch (console)",
"type": "coreclr",
"request": "launch",
"preLaunchTask": "build",
// If you have changed target frameworks, make sure to update the program path.
"program": "${workspaceFolder}/bin/Debug/net8.0/Voxel.dll",
"args": [],
"cwd": "${workspaceFolder}",
// For more information about the 'console' field, see https://aka.ms/VSCode-CS-LaunchJson-Console
"console": "internalConsole",
"stopAtEntry": false
},
{
"name": ".NET Core Attach",
"type": "coreclr",
"request": "attach"
}
]
}

41
.vscode/tasks.json vendored Normal file
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{
"version": "2.0.0",
"tasks": [
{
"label": "build",
"command": "dotnet",
"type": "process",
"args": [
"build",
"${workspaceFolder}/Voxel.csproj",
"/property:GenerateFullPaths=true",
"/consoleloggerparameters:NoSummary;ForceNoAlign"
],
"problemMatcher": "$msCompile"
},
{
"label": "publish",
"command": "dotnet",
"type": "process",
"args": [
"publish",
"${workspaceFolder}/Voxel.csproj",
"/property:GenerateFullPaths=true",
"/consoleloggerparameters:NoSummary;ForceNoAlign"
],
"problemMatcher": "$msCompile"
},
{
"label": "watch",
"command": "dotnet",
"type": "process",
"args": [
"watch",
"run",
"--project",
"${workspaceFolder}/Voxel.csproj"
],
"problemMatcher": "$msCompile"
}
]
}

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Assets/ascii.png Normal file

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@@ -1,4 +1,5 @@
using OpenTK.Graphics.OpenGL4; using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
using Voxel.Core; using Voxel.Core;
namespace Voxel.Graphics namespace Voxel.Graphics
@@ -11,17 +12,25 @@ namespace Voxel.Graphics
private static Dictionary<(int, int), int> _chunkBufferSizes = new Dictionary<(int, int), int>(); private static Dictionary<(int, int), int> _chunkBufferSizes = new Dictionary<(int, int), int>();
private static Shader _shader; private static Shader _shader;
private static Shader _uiShader;
private static GuiBatcher _guiBatcher;
private static readonly Texture _texture; private static readonly Texture _texture;
private static readonly Texture _uiTexture;
private static World? _world; private static World? _world;
public static int WindowHeight = 1080;
public static int WindowWidth = 1920;
static Renderer() static Renderer()
{ {
string vertexPath = "Shaders/shader.vert"; string vertexPath = "Shaders/shader.vert";
string fragmentPath = "Shaders/shader.frag"; string fragmentPath = "Shaders/shader.frag";
string texturePath = "Assets/atlas.png"; string texturePath = "Assets/atlas.png";
string uiTexturePath = "Assets/ascii.png";
_shader = new Shader(vertexPath, fragmentPath); _shader = new Shader(vertexPath, fragmentPath);
_texture = new Texture(texturePath); _texture = new Texture(texturePath);
_uiTexture = new Texture(uiTexturePath);
_shader.SetInt("uTexture", 0); _shader.SetInt("uTexture", 0);
@@ -33,6 +42,10 @@ namespace Voxel.Graphics
GL.BufferData(BufferTarget.ShaderStorageBuffer, 1024 * 1024 * 128, IntPtr.Zero, BufferUsageHint.DynamicDraw); GL.BufferData(BufferTarget.ShaderStorageBuffer, 1024 * 1024 * 128, IntPtr.Zero, BufferUsageHint.DynamicDraw);
GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _ssbo); GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _ssbo);
_guiBatcher = new GuiBatcher();
_uiShader = new Shader("Shaders/ui.vert", "Shaders/ui.frag");
_uiShader.SetInt("uTexture", 1);
} }
public static void Render() public static void Render()
@@ -44,6 +57,7 @@ namespace Voxel.Graphics
_shader.SetMatrix4("view", Camera.view); _shader.SetMatrix4("view", Camera.view);
_shader.SetVector3("cameraPosition", Camera.Position); _shader.SetVector3("cameraPosition", Camera.Position);
_shader.SetMatrix4("projection", Camera.projection); _shader.SetMatrix4("projection", Camera.projection);
_texture.Bind(TextureUnit.Texture0);
if (_buffersDirty) if (_buffersDirty)
{ {
@@ -110,7 +124,24 @@ namespace Voxel.Graphics
private static void RenderUi() private static void RenderUi()
{ {
GL.Disable(EnableCap.CullFace);
GL.Disable(EnableCap.DepthTest);
GL.Enable(EnableCap.Blend);
GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);
_uiShader.Use();
Matrix4 projection = Matrix4.CreateOrthographicOffCenter(0, WindowWidth, WindowHeight, 0, -1, 1);
_uiShader.SetMatrix4("projection", projection);
_uiTexture.Bind(TextureUnit.Texture0);
_guiBatcher.DrawString("Voxel Engine v0.1", 15, 70, 20, Vector4.One);
_guiBatcher.Render();
GL.Disable(EnableCap.Blend);
GL.Enable(EnableCap.DepthTest);
GL.Enable(EnableCap.CullFace);
} }
private static void RenderWorld() private static void RenderWorld()

16
Shaders/ui.frag Normal file
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#version 440 core
in vec2 TexCoord;
in vec4 Color;
out vec4 FragColor;
uniform sampler2D uTexture; // Ensure this name matches C# exactly
void main()
{
vec4 texColor = texture(uTexture, TexCoord);
// If you don't use texColor, uTexture gets deleted by the compiler
FragColor = texColor * Color;
}

18
Shaders/ui.vert Normal file
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@@ -0,0 +1,18 @@
#version 440 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoord;
layout (location = 2) in vec4 aColor;
out vec2 TexCoord;
out vec4 Color;
uniform mat4 projection; // Ensure this name matches C# exactly
void main()
{
// If you don't multiply by projection, the compiler deletes the uniform
gl_Position = projection * vec4(aPos, 0.0, 1.0);
TexCoord = aTexCoord;
Color = aColor;
}

83
UI/GuiBatcher.cs Normal file
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@@ -0,0 +1,83 @@
using OpenTK.Graphics.OpenGL4;
using OpenTK.Mathematics;
public class GuiBatcher
{
private List<UiVertex> _vertices = new List<UiVertex>();
private int _vbo;
private int _vao;
public GuiBatcher()
{
_vao = GL.GenVertexArray();
_vbo = GL.GenBuffer();
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo);
// Position (2 floats)
GL.EnableVertexAttribArray(0);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), 0);
// TexCoord (2 floats)
GL.EnableVertexAttribArray(1);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 8 * sizeof(float), 2 * sizeof(float));
// Color (4 floats)
GL.EnableVertexAttribArray(2);
GL.VertexAttribPointer(2, 4, VertexAttribPointerType.Float, false, 8 * sizeof(float), 4 * sizeof(float));
}
public void DrawQuad(float x, float y, float w, float h, Vector4 uv, Vector4 color)
{
// Two triangles (Standard Minecraft Blit)
_vertices.Add(new UiVertex(x, y, uv.X, uv.Y, color)); // TL
_vertices.Add(new UiVertex(x + w, y, uv.Z, uv.Y, color)); // TR
_vertices.Add(new UiVertex(x, y + h, uv.X, uv.W, color)); // BL
_vertices.Add(new UiVertex(x + w, y, uv.Z, uv.Y, color)); // TR
_vertices.Add(new UiVertex(x + w, y + h, uv.Z, uv.W, color)); // BR
_vertices.Add(new UiVertex(x, y + h, uv.X, uv.W, color)); // BL
}
public void Render()
{
if (_vertices.Count == 0) return;
GL.BindVertexArray(_vao);
GL.BindBuffer(BufferTarget.ArrayBuffer, _vbo);
var data = _vertices.ToArray();
GL.BufferData(BufferTarget.ArrayBuffer, data.Length * 8 * sizeof(float), data, BufferUsageHint.StreamDraw);
GL.DrawArrays(PrimitiveType.Triangles, 0, _vertices.Count);
_vertices.Clear(); // Reset for next frame
}
public void DrawString(string text, float x, float y, float size, Vector4 color)
{
float charStep = 1.0f / 16.0f;
float currentX = x;
foreach (char c in text)
{
int ascii = (int)c;
int row = ascii / 16;
int col = ascii % 16;
float uStart = col * charStep;
float uEnd = uStart + charStep;
float vStart = 1.0f - (row * charStep);
float vEnd = vStart - charStep;
Vector4 uv = new Vector4(
uStart, // U start
vStart, // V start
uEnd, // U end
vEnd // V end
);
DrawQuad(currentX, y, size, size, uv, color);
currentX += size * 0.8f; // Tighten horizontal spacing
}
}
}

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@@ -1,6 +0,0 @@
// wip
public class UIElement
{
}

15
UI/UiVertex.cs Normal file
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using OpenTK.Mathematics;
struct UiVertex
{
public Vector2 Position;
public Vector2 TexCoord;
public Vector4 Color;
public UiVertex(float x, float y, float u, float v, Vector4 color)
{
Position = new Vector2(x, y);
TexCoord = new Vector2(u, v);
Color = color;
}
}