mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Added Renderer2D and 2D Example
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@@ -5,6 +5,7 @@ Dependencies = {GlitchyEngine = "*", corlib = "*", LodePng = "*"}
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Name = "Sandbox"
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TargetType = "BeefGUIApplication"
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StartupObject = "GlitchyEngine.Program"
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ProcessorMacros = ["SANDBOX_2D"]
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[Configs.Debug.Win64]
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CLibType = "DynamicDebug"
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@@ -0,0 +1,44 @@
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cbuffer Constants : register(b0)
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{
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float3x3 World;
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float4 Color;
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bool HasTexture;
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};
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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struct VS_Input
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{
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float2 Position : POSITION;
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};
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struct PS_Input
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD;
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};
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PS_Input VS(VS_Input input)
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{
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PS_Input output;
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output.TexCoord = input.Position;
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output.Position = float4(mul(float3(input.Position, 1.0f), World), 1.0f);
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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{
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float4 color = Color;
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if(HasTexture)
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{
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color *= Texture.Sample(Sampler, input.TexCoord);
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}
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return color;
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}
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#effect[VS=VS, PS=PS]
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@@ -0,0 +1,36 @@
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Texture2D Texture : register(t0);
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SamplerState Sampler : register(s0);
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struct VS_Input
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{
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float2 Position : POSITION;
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float4x4 Tranform : TRANSFORM;
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float4 Color : COLOR;
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};
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struct PS_Input
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{
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float4 Position : SV_Position;
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float2 TexCoord : TEXCOORD0;
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float4 Color : COLOR;
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};
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PS_Input VS(VS_Input input)
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{
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PS_Input output;
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output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform);
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output.TexCoord = input.Position;
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output.Color = input.Color;
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return output;
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}
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float4 PS(PS_Input input) : SV_Target0
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{
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float4 color = input.Color * Texture.Sample(Sampler, input.TexCoord);
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return color;
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}
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#effect[VS=VS, PS=PS]
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@@ -338,7 +338,9 @@ namespace Sandbox
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PushLayer(new ExampleLayer());
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}
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#if !SANDBOX_2D
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[Export, LinkName("CreateApplication")]
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#endif
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public static Application CreateApplication()
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{
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return new SandboxApp();
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@@ -0,0 +1,309 @@
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using System;
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using GlitchyEngine;
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using GlitchyEngine.Events;
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using System.Diagnostics;
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using GlitchLog;
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using GlitchyEngine.ImGui;
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using ImGui;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine.World;
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namespace Sandbox
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{
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class ExampleLayer2D : Layer
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{
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struct Vertexy : IVertexData
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{
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public Vector2 Position;
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public this(Vector2 position)
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{
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Position = position;
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}
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public this(float x, float y)
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{
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Position = .(x, y);
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}
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public static VertexElement[] VertexElements ~ delete _;
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public static VertexElement[] IVertexData.VertexElements => VertexElements;
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static this()
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{
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VertexElements = new VertexElement[]
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(
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VertexElement(.R32G32_Float, "POSITION")
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);
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}
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}
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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GraphicsContext _context ~ _?.ReleaseRef();
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Texture2D _texture ~ _?.ReleaseRef();
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Texture2D _ge_logo ~ _?.ReleaseRef();
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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EffectLibrary _effectLibrary ~ delete _;
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EcsWorld _world = new EcsWorld() ~ delete _;
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Renderer2D Renderer2D ~ delete _;
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[AllowAppend]
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public this() : base("Example")
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{
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Application.Get().Window.IsVSync = false;
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_context = Application.Get().Window.Context..AddRef();
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_effectLibrary = new EffectLibrary(_context);
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_effectLibrary.LoadNoRefInc("content\\Shaders\\basicShader.hlsl");
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// Create rasterizer state
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GlitchyEngine.Renderer.RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
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_rasterizerState = new RasterizerState(_context, rsDesc);
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_texture = new Texture2D(_context, "content/Textures/Checkerboard.dds");
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_ge_logo = new Texture2D(_context, "content/Textures/GE_Logo.dds");
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let sampler = SamplerStateManager.GetSampler(
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SamplerStateDescription()
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{
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MagFilter = .Point
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});
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_texture.SamplerState = sampler;
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_ge_logo.SamplerState = sampler;
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sampler.ReleaseRef();
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BlendStateDescription blendDesc = .();
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blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
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_alphaBlendState = new BlendState(_context, blendDesc);
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_opaqueBlendState = new BlendState(_context, .Default);
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InitEcs();
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Renderer2D = new Renderer2D(_context, _effectLibrary);
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//Init2D();
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}
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VertexLayout layout ~ delete _;
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GeometryBinding quadBinding ~ _?.ReleaseRef();
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/*
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void Init2D()
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{
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var effect = _effectLibrary.Load("content\\Shaders\\render2dShader.hlsl", "Renderer2D");
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layout = new VertexLayout(_context, Vertexy.VertexElements, effect.VertexShader);
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effect.ReleaseRef();
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VertexBuffer quadVertices = new VertexBuffer(_context, typeof(Vertexy), 4, .Immutable);
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Vertexy[4] vertices = .(
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Vertexy(0, 0),
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Vertexy(0, 1),
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Vertexy(1, 1),
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Vertexy(1, 0)
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);
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quadVertices.SetData(vertices);
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IndexBuffer quadIndices = new IndexBuffer(_context, 6, .Immutable);
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uint16[6] indices = .(
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0, 1, 2,
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2, 3, 0
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);
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quadIndices.SetData(indices);
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quadBinding = new GeometryBinding(_context);
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quadBinding.SetPrimitiveTopology(.TriangleList);
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quadBinding.SetVertexBufferSlot(quadVertices, 0);
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quadBinding.SetVertexLayout(layout);
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quadBinding.SetIndexBuffer(quadIndices);
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quadVertices.ReleaseRef();
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quadIndices.ReleaseRef();
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}
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*/
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Entity _cameraEntity;
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void InitEcs()
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{
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_world.Register<TransformComponent>();
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_world.Register<MeshComponent>();
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_world.Register<CameraComponent>();
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// Create camera entity
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_cameraEntity = _world.NewEntity();
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var cameraTransform = _world.AssignComponent<TransformComponent>(_cameraEntity);
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var camera = _world.AssignComponent<CameraComponent>(_cameraEntity);
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*cameraTransform = TransformComponent();
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camera.NearPlane = 0.1f;
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camera.FarPlane = 10.0f;
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camera.FovY = Math.PI_f / 4;
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cameraTransform.Position = .(0, -1, -5);
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/*
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for(int x < 20)
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for(int y < 20)
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{
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Entity entity = _world.NewEntity();
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var transform = _world.AssignComponent<TransformComponent>(entity);
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transform.Transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
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var mesh = _world.AssignComponent<MeshComponent>(entity);
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mesh.Mesh = _quadGeometryBinding;
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}
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*/
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}
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public override void Update(GameTime gameTime)
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{
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var cameraTransform = _world.GetComponent<TransformComponent>(_cameraEntity);
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if(Application.Get().Window.IsActive)
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{
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Vector2 movement = .();
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if(Input.IsKeyPressed(Key.W))
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{
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movement.Y += 1;
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}
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if(Input.IsKeyPressed(Key.S))
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{
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movement.Y -= 1;
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}
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if(Input.IsKeyPressed(Key.A))
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{
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movement.X -= 1;
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}
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if(Input.IsKeyPressed(Key.D))
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{
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movement.X += 1;
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}
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if(movement != .Zero)
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movement.Normalize();
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movement *= (float)(gameTime.FrameTime.TotalSeconds);
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cameraTransform.Position += .(movement, 0);
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cameraTransform.Update();
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}
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var camera = _world.GetComponent<CameraComponent>(_cameraEntity);
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camera.Aspect = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
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Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
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RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
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// Draw test geometry
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_context.SetRenderTarget(null);
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_context.BindRenderTargets();
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_context.SetRasterizerState(_rasterizerState);
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_context.SetViewport(_context.SwapChain.BackbufferViewport);
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Renderer2D.Begin(.SortByTexture, .(80, 80));
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//_opaqueBlendState.Bind();
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_alphaBlendState.Bind();
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//Renderer2D.DrawQuad(5, 5, 1, 1, .Red);
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//Renderer2D.DrawQuad(5, 5, 1, 1, .Blue);
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Random r = scope Random(1337);
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//_texture.Bind(0);
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//_ge_logo.Bind(1);
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for(int x < 40)
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for(int y < 40)
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{
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int i = (x + y) % 2 + 1;//((x + (y * 40)) ^ (x * y)) % 3;
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if(i == 1)
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{
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Renderer2D.Draw(_texture, 2 * x, 2 * y, 1, 1, .(r.Next(0, 256), r.Next(0, 256), r.Next(0, 256)));
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}
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else if(i == 2)
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{
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Renderer2D.Draw(_ge_logo, 2 * x, 2 * y, 1, 1, .(r.Next(0, 256), r.Next(0, 256), r.Next(0, 256)));
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}
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}
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Renderer2D.Draw(_texture, 0, 0, 20, 10, .White, 20);
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/*
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Renderer2D.Draw(_texture, 10, 50, 100, 100, .White);
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Renderer2D.Draw(_texture, 120, 50, 100, 100, .White);
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Renderer2D.Draw(_texture, 10, 160, 100, 100, .White);
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Renderer2D.Draw(_texture, 120, 160, 100, 100, .White);
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*/
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//_alphaBlendState.Bind();
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//Renderer2D.Draw(_ge_logo, 80, 50, 100, 100, .White);
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Renderer2D.End();
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}
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ColorRGBA _squareColor0 = ColorRGBA.CornflowerBlue;
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ColorRGBA _squareColor1;
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public override void OnEvent(Event event)
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{
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EventDispatcher dispatcher = scope EventDispatcher(event);
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dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
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}
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private bool OnImGuiRender(ImGuiRenderEvent e)
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{
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ImGui.Begin("Test");
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ImGui.ColorEdit3("Square Color", ref _squareColor0);
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_squareColor1 = ColorRGBA.White - _squareColor0;
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ImGui.End();
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return false;
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}
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}
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class SandboxApp2D : Application
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{
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public this()
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{
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PushLayer(new ExampleLayer2D());
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}
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#if SANDBOX_2D
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[Export, LinkName("CreateApplication")]
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#endif
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public static Application CreateApplication()
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{
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return new SandboxApp2D();
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}
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}
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}
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