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ResourceCommons.cs
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ResourceCommons.cs
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//|-----------------------------------------------------------------------|\\
//| ResourceCommons.cs |\\
//| Stores resources common to all components |\\
//| |\\
//| Joseph Dillon |\\
//|-----------------------------------------------------------------------|\\
//| opentk-tetris, a tetris game |\\
//| Copyright (C) 2012 Joseph Dillon |\\
//| |\\
//| This program is free software: you can redistribute it and/or modify |\\
//| it under the terms of the GNU General Public License as published by |\\
//| the Free Software Foundation, either version 3 of the License, or |\\
//| (at your option) any later version. |\\
//| |\\
//| This program is distributed in the hope that it will be useful, |\\
//| but WITHOUT ANY WARRANTY; without even the implied warranty of |\\
//| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |\\
//| GNU General Public License for more details. |\\
//| |\\
//| You should have received a copy of the GNU General Public License |\\
//| along with this program. If not, see <http://www.gnu.org/licenses/>. |\\
//|-----------------------------------------------------------------------|\\
using GameFramework;
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Xml.Serialization;
using OpenTK;
using OpenTK.Graphics;
using OpenTK.Graphics.OpenGL;
using OpenTK.Audio;
using OpenTK.Audio.OpenAL;
using OpenTK.Input;
using QuickFont;
using Texture = System.Int32;
using GLPixelFormat = OpenTK.Graphics.OpenGL.PixelFormat;
namespace Tetris
{
static class ResourceCommons
{
public const string RESOURCE_DIR = "assets";
public const string TEXTURES_DIR = "textures";
public const string MODELS_DIR = "models";
public const string SHADERS_DIR = "shaders";
public const string FONTS_DIR = "fonts";
public const string START_DIR = ".";
public static int TetrionTexture;
public static int Block;
public static int BlockGhost;
public static int TetrionTextureSampler;
public static int BlockSampler;
public static int BlockGhostSampler;
public static Dictionary<TetraminoColor, MeshRenderer> Blocks = new Dictionary<TetraminoColor, MeshRenderer>();
public static Dictionary<TetraminoType, Bitmap> BlockOverlays = new Dictionary<TetraminoType, Bitmap>();
public static Dictionary<TetraminoType, Bitmap> BlockOverlaysSmall = new Dictionary<TetraminoType, Bitmap>();
public static MeshRenderer Tetrion;
public static MeshRenderer Panel;
public static int Simple_Shader;
public static int LightPositionUniform;
public static int LightDiffuseUniform;
public static int SamplerUniform;
public static Bitmap PanelBase;
public static QFont LiberationSans;
static int Simple_vs;
static int Simple_fs;
static XmlSerializer modelSerializer = new XmlSerializer(typeof(Mesh));
public static void Load()
{
BlockOverlays.Add(TetraminoType.I, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "I.png")));
BlockOverlays.Add(TetraminoType.O, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "O.png")));
BlockOverlays.Add(TetraminoType.J, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "J.png")));
BlockOverlays.Add(TetraminoType.L, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "L.png")));
BlockOverlays.Add(TetraminoType.S, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "S.png")));
BlockOverlays.Add(TetraminoType.Z, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Z.png")));
BlockOverlays.Add(TetraminoType.T, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "T.png")));
BlockOverlaysSmall.Add(TetraminoType.I, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Is.png")));
BlockOverlaysSmall.Add(TetraminoType.O, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Os.png")));
BlockOverlaysSmall.Add(TetraminoType.J, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Js.png")));
BlockOverlaysSmall.Add(TetraminoType.L, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Ls.png")));
BlockOverlaysSmall.Add(TetraminoType.S, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Ss.png")));
BlockOverlaysSmall.Add(TetraminoType.Z, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Zs.png")));
BlockOverlaysSmall.Add(TetraminoType.T, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Ts.png")));
BlockOverlaysSmall.Add(TetraminoType.Null, new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "Ns.png")));
LoadTexture(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "tetrion.png"), out TetrionTexture, out TetrionTextureSampler);
LoadTexture(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "block.png"), out Block, out BlockSampler);
LoadTexture(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "blockGhost.png"), out BlockGhost, out BlockGhostSampler);
PanelBase = new Bitmap(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), TEXTURES_DIR), "panel.png"));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockCyan.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Cyan, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockYellow.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Yellow, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockPurple.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Purple, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockGreen.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Green, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockRed.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Red, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockBlue.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Blue, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "blockOrange.xml"), FileMode.Open))
Blocks.Add(TetraminoColor.Orange, new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp)));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "tetrion.xml"), FileMode.Open))
Tetrion = new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp));
using (Stream tmp = File.Open(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), MODELS_DIR), "panel.xml"), FileMode.Open))
Panel = new MeshRenderer((Mesh)modelSerializer.Deserialize(tmp));
using (StreamReader vs = new StreamReader(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), SHADERS_DIR), "vs_simple.glsl")))
using (StreamReader fs = new StreamReader(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), SHADERS_DIR), "fs_simple.glsl")))
LoadShader(vs.ReadToEnd(), fs.ReadToEnd(), out Simple_vs, out Simple_fs, out Simple_Shader);
LightPositionUniform = GL.GetUniformLocation(Simple_Shader, "lightPosition");
LightDiffuseUniform = GL.GetUniformLocation(Simple_Shader, "lightDiffuse");
SamplerUniform = GL.GetUniformLocation(Simple_Shader, "color_texture");
LiberationSans = new QFont(Path.Combine(Path.Combine(Path.Combine(START_DIR, RESOURCE_DIR), FONTS_DIR), "LiberationSans.ttf"), 64);
LiberationSans.Options.Colour = new Color4(1.0f, 0.0f, 0.0f, 1.0f);
}
public static void Unload()
{
GL.DeleteTextures(1, ref TetrionTexture);
GL.DeleteTextures(1, ref Block);
foreach (KeyValuePair<TetraminoColor, MeshRenderer> block in Blocks)
block.Value.Free();
Panel.Free();
Tetrion.Free(); // RELEASE THE TETRION!! (sorry, no kraken)
GL.DeleteShader(Simple_vs);
GL.DeleteShader(Simple_fs);
GL.DeleteProgram(Simple_Shader);
}
public static void LoadShader(string vs, string fs, out int vertexObject, out int fragmentObject, out int program)
{
int status_code;
string info;
vertexObject = GL.CreateShader(ShaderType.VertexShader);
fragmentObject = GL.CreateShader(ShaderType.FragmentShader);
GL.ShaderSource(vertexObject, vs);
GL.CompileShader(vertexObject);
GL.GetShaderInfoLog(vertexObject, out info);
GL.GetShader(vertexObject, ShaderParameter.CompileStatus, out status_code);
if (status_code != 1)
throw new ApplicationException(info);
GL.ShaderSource(fragmentObject, fs);
GL.CompileShader(fragmentObject);
GL.GetShaderInfoLog(fragmentObject, out info);
GL.GetShader(fragmentObject, ShaderParameter.CompileStatus, out status_code);
if (status_code != 1)
throw new ApplicationException(info);
program = GL.CreateProgram();
GL.AttachShader(program, fragmentObject);
GL.AttachShader(program, vertexObject);
GL.LinkProgram(program);
}
public static void LoadTexture(string filename, out Texture id, out int samplerId)
{
if (String.IsNullOrEmpty(filename))
throw new ArgumentException(filename);
LoadTexture(new Bitmap(filename), out id, out samplerId);
}
public static void LoadTexture(Bitmap bmp, out Texture id, out int samplerId)
{
// Store Texture ID
id = GL.GenTexture();
// Bind Texture
GL.BindTexture(TextureTarget.Texture2D, id);
// Load Bitmap
BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, bmp_data.Width, bmp_data.Height, 0, GLPixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0);
bmp.UnlockBits(bmp_data);
// Create a Sampler for the Texture
GL.GenSamplers(1, out samplerId);
// Set the texture access and bondries information for the Sampler
GL.SamplerParameter(samplerId, SamplerParameter.TextureMagFilter, (int)TextureMagFilter.Linear);
GL.SamplerParameter(samplerId, SamplerParameter.TextureMinFilter, (int)TextureMinFilter.Linear);
GL.SamplerParameter(samplerId, SamplerParameter.TextureWrapS, (int)TextureWrapMode.ClampToEdge);
GL.SamplerParameter(samplerId, SamplerParameter.TextureWrapT, (int)TextureWrapMode.ClampToEdge);
}
public static void UpdateTexture(Bitmap bmp, Texture id, int x, int y, int w, int h)
{
GL.BindTexture(TextureTarget.Texture2D, id);
BitmapData bmp_data = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppArgb);
GL.TexSubImage2D(TextureTarget.Texture2D, 0, x, y, w, h, GLPixelFormat.Bgra, PixelType.UnsignedByte, bmp_data.Scan0);
bmp.UnlockBits(bmp_data);
}
}
class ResourceCommonsLoader : GameComponent
{
static bool loaded = false;
public ResourceCommonsLoader(GameWindow window)
: base(window)
{
}
protected override void DoUnLoad()
{
if (loaded)
ResourceCommons.Unload();
}
protected override void DoLoad()
{
if (!loaded)
ResourceCommons.Load();
}
protected override void DoUpdate(FrameEventArgs e) { }
protected override void DoDraw(FrameEventArgs e) { }
}
}