mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Transitioned from VectorX to floatX
And some trying to update Rigidbody when transform changes
This commit is contained in:
+13
-13
@@ -17,20 +17,20 @@ namespace Sandbox
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[Ordered]
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struct VertexColorTexture : IVertexData
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{
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public Vector3 Position;
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public float3 Position;
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public Color Color;
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public Vector2 TexCoord;
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public float2 TexCoord;
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public this() => this = default;
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public this(Vector3 pos, Color color)
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public this(float3 pos, Color color)
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{
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Position = pos;
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Color = color;
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TexCoord = .();
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}
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public this(Vector3 pos, Color color, Vector2 texCoord)
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public this(float3 pos, Color color, float2 texCoord)
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{
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Position = pos;
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Color = color;
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@@ -73,7 +73,7 @@ namespace Sandbox
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PerspectiveCameraController _cameraController ~ delete _;
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private Vector3 CircleCoord(float angle)
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private float3 CircleCoord(float angle)
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{
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return .(Math.Cos(angle), Math.Sin(angle), 0);
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}
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@@ -144,10 +144,10 @@ namespace Sandbox
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_quadGeometryBinding.SetVertexLayout(vertexLayout);
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VertexColorTexture[?] vertices = .(
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VertexColorTexture(Vector3(-0.75f, 0.75f, 0), Color.White, .(0, 0)),
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VertexColorTexture(Vector3(-0.75f, -0.75f, 0), Color.White, .(0, 1)),
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VertexColorTexture(Vector3(0.75f, -0.75f, 0), Color.White, .(1, 1)),
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VertexColorTexture(Vector3(0.75f, 0.75f, 0), Color.White, .(1, 0)),
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VertexColorTexture(float3(-0.75f, 0.75f, 0), Color.White, .(0, 0)),
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VertexColorTexture(float3(-0.75f, -0.75f, 0), Color.White, .(0, 1)),
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VertexColorTexture(float3(0.75f, -0.75f, 0), Color.White, .(1, 1)),
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VertexColorTexture(float3(0.75f, 0.75f, 0), Color.White, .(1, 0)),
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);
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let qvb = new VertexBuffer(typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
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@@ -234,7 +234,7 @@ namespace Sandbox
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materialTestMaterial.SetVariable("InvTransSkinningMatrices", matrices2);
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materialTestMaterial.SetVariable("BaseColor", Color.White);
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materialTestMaterial.SetVariable("LightDir", Vector3(1, 1, -0.5f).Normalized());
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materialTestMaterial.SetVariable("LightDir", float3(1, 1, -0.5f).Normalized());
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ModelLoader.LoadModel("content\\Models\\RiggedFigure\\RiggedFigure.glb", materialTestMaterial, _world, Clips);
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@@ -434,7 +434,7 @@ namespace Sandbox
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if(parentId != uint8.MaxValue)
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{
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Vector3 start = mat.Translation;
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float3 start = mat.Translation;
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Joint parent = meshRenderer.Skeleton.Joints[parentId];
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@@ -442,7 +442,7 @@ namespace Sandbox
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Matrix parentMatrix = pose.SkinningMatricies[parentId] * parentBindPose;
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Vector3 end = parentMatrix.Translation;
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float3 end = parentMatrix.Translation;
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Renderer.DrawLine(start, end, .Black, transform.WorldTransform);
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}
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@@ -457,7 +457,7 @@ namespace Sandbox
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// non engine
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material.SetVariable("BaseColor", Color.White);
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material.SetVariable("LightDir", Vector3(1, 1, -0.5f).Normalized());
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material.SetVariable("LightDir", float3(1, 1, -0.5f).Normalized());
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Renderer.Submit(mesh.Mesh, material, transform.WorldTransform);
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}
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@@ -129,12 +129,12 @@ namespace Sandbox
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_spriteSheet = Content.LoadAsset<Texture2D>("content/Rpg/textures/spritesheet.png");//new Texture2D("content/Rpg/textures/spritesheet.png");
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_spriteSheet.SamplerState = SamplerStateManager.PointClamp;
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_treeSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(5, 10), Vector2(128), .(1, 2));
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_barrelSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(9, 11), Vector2(128));
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_treeSprite = SubTexture2D.CreateFromGrid(_spriteSheet, float2(5, 10), float2(128), .(1, 2));
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_barrelSprite = SubTexture2D.CreateFromGrid(_spriteSheet, float2(9, 11), float2(128));
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_grassSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(1, 1), Vector2(128));
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_dirtSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(6, 1), Vector2(128));
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_waterSprite = SubTexture2D.CreateFromGrid(_spriteSheet, Vector2(11, 1), Vector2(128));
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_grassSprite = SubTexture2D.CreateFromGrid(_spriteSheet, float2(1, 1), float2(128));
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_dirtSprite = SubTexture2D.CreateFromGrid(_spriteSheet, float2(6, 1), float2(128));
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_waterSprite = SubTexture2D.CreateFromGrid(_spriteSheet, float2(11, 1), float2(128));
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_mapMap = new Dictionary<char8, SubTexture2D>();
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_mapMap['W'] = _waterSprite..AddRef();
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@@ -166,13 +166,13 @@ namespace Sandbox
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float rotation = (float)gameTime.TotalTime.TotalSeconds;
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Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(20), 0, _checkerTexture, .White, .(0, 0, 10, 10));
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Renderer2D.DrawQuad(float3(0, 0, 1), float2(20), 0, _checkerTexture, .White, .(0, 0, 10, 10));
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Renderer2D.DrawCircle(Vector3(0, 0, 0f), Vector2(5), rotation, _checkerTexture, .LightBlue, innerRadius, .(0, 0, 1, 1));
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Renderer2D.DrawCircle(float3(0, 0, 0f), float2(5), rotation, _checkerTexture, .LightBlue, innerRadius, .(0, 0, 1, 1));
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Renderer2D.DrawQuad(Vector3(0, -7, 1), Vector2(2), -rotation, _checkerTexture, .White, .(0, 0, 10, 10));
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Renderer2D.DrawQuad(float3(0, -7, 1), float2(2), -rotation, _checkerTexture, .White, .(0, 0, 10, 10));
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Renderer2D.DrawCircle(Vector3(-2, -2, -2f), Vector2(1), .GreenYellow);
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Renderer2D.DrawCircle(float3(-2, -2, -2f), float2(1), .GreenYellow);
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Renderer2D.EndScene();
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Renderer2D.BeginScene(cameraController.Camera, .BackToFront);
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@@ -181,7 +181,7 @@ namespace Sandbox
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for(float y = -5.0f; y < 5.0f; y += 0.1f)
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{
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ColorRGBA color = .((x + 5.0f) / 10.0f, 0.4f, (y + 5.0f) / 10.0f, 0.6f);
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Renderer2D.DrawQuad(Vector3(x, y, 0.75f), Vector2(0.098f), 0, color);
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Renderer2D.DrawQuad(float3(x, y, 0.75f), float2(0.098f), 0, color);
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}
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for(int x < 10)
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@@ -189,7 +189,7 @@ namespace Sandbox
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{
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int i = (x + y) % 2;
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Renderer2D.DrawQuad(Vector3(2 * x, 2 * y, 0.5f), Vector2(1.5f, 1), MathHelper.PiOverFour, (i == 0) ? _squareColor0 : _squareColor1);
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Renderer2D.DrawQuad(float3(2 * x, 2 * y, 0.5f), float2(1.5f, 1), MathHelper.PiOverFour, (i == 0) ? _squareColor0 : _squareColor1);
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}
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//var prepared = FontRenderer.PrepareText(fonty, text, 64, .White, .White);
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@@ -201,10 +201,10 @@ namespace Sandbox
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Renderer2D.BeginScene(cameraController.Camera, .BackToFront);
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Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(1, 2), 0, _treeSprite);
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Renderer2D.DrawQuad(Vector3(1, 0, 1), Vector2(1, 1), 0, _grassSprite);
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Renderer2D.DrawQuad(float3(0, 0, 1), float2(1, 2), 0, _treeSprite);
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Renderer2D.DrawQuad(float3(1, 0, 1), float2(1, 1), 0, _grassSprite);
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Vector2 position = Vector2.Zero;
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float2 position = float2.Zero;
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for(char8 c in s_MapTiles.RawChars)
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{
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@@ -217,7 +217,7 @@ namespace Sandbox
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SubTexture2D tile = _mapMap[c];
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Renderer2D.DrawQuad(Vector3(position, -5), Vector2.One, 0, tile);
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Renderer2D.DrawQuad(float3(position, -5), float2.One, 0, tile);
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position.X += 1.0f;
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}
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@@ -111,30 +111,30 @@ namespace Sandbox
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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//Renderer2D.DrawQuad(Vector3(0, 0, 1), Vector2(8), 0, _checkerTexture, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(Vector3(0, 0, 0), Vector2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(0, 0, 1), float2(8), 0, _checkerTexture, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(0, 0, 0), float2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
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Renderer2D.DrawQuad(Vector3(_smallLines.Width / 2, _smallLines.Height / 2, 0), Vector2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
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Renderer2D.DrawQuad(float3(_smallLines.Width / 2, _smallLines.Height / 2, 0), float2(_smallLines.Width, _smallLines.Height), 0, _smallLines, .White, .(0, 0, 1, 1));
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FontRenderer.DrawText(_smallLinesInfo, 0, _smallLines.Height);
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float f = _smallLines.Height / 2;
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Renderer2D.DrawQuad(Vector3(_smallLines.Width * 2, f / 2, 0), Vector2(f, f), 0, .(0.5f, 0.5f, 0.5f));
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Renderer2D.DrawQuad(Vector3(_smallLines.Width * 2, 3 * f / 2 + 1, 0), Vector2(f, f), 0, _zeroPointFive);
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//Renderer2D.DrawQuad(Vector3(_smallLines.Width + f / 2, 3 * f / 2, 0), Vector2(f, f), 0, .(0.25f, 0.25f, 0.25f));
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Renderer2D.DrawQuad(float3(_smallLines.Width * 2, f / 2, 0), float2(f, f), 0, .(0.5f, 0.5f, 0.5f));
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Renderer2D.DrawQuad(float3(_smallLines.Width * 2, 3 * f / 2 + 1, 0), float2(f, f), 0, _zeroPointFive);
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//Renderer2D.DrawQuad(float3(_smallLines.Width + f / 2, 3 * f / 2, 0), float2(f, f), 0, .(0.25f, 0.25f, 0.25f));
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//FontRenderer.DrawText(_halfQuadInfo, _smallLines.Width + f, f / 2);
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//Renderer2D.DrawQuad(Vector3(_gammaCorrectionBrightness.Width / 2, _smallLines.Height * 1.5f, 0), Vector2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(_gammaCorrectionBrightness.Width / 2, _smallLines.Height * 1.5f, 0), float2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(Vector3(_smallLines.Width + f / 2, 500, 0), Vector2(f, f), 0, .(0.1f, 0.1f, 0.1f));
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//Renderer2D.DrawQuad(Vector3(_gammaCorrectionBrightness.Width / 2, 0, 0), Vector2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(_smallLines.Width + f / 2, 500, 0), float2(f, f), 0, .(0.1f, 0.1f, 0.1f));
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//Renderer2D.DrawQuad(float3(_gammaCorrectionBrightness.Width / 2, 0, 0), float2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .White, .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(Vector3(0, -200, 0), Vector2(100, 100), 0, .(0.5f, 0.5f, 0.5f));
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//Renderer2D.DrawQuad(Vector3(0, -300, 0), Vector2(100, 100), 0, .(0.25f, 0.25f, 0.25f));
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//Renderer2D.DrawQuad(float3(0, -200, 0), float2(100, 100), 0, .(0.5f, 0.5f, 0.5f));
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//Renderer2D.DrawQuad(float3(0, -300, 0), float2(100, 100), 0, .(0.25f, 0.25f, 0.25f));
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//Renderer2D.DrawQuad(Vector3(0, _gammaCorrectionBrightness.Height, 0), Vector2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .(2, 2, 2), .(0, 0, 1, 1));
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//Renderer2D.DrawQuad(float3(0, _gammaCorrectionBrightness.Height, 0), float2(_gammaCorrectionBrightness.Width, _gammaCorrectionBrightness.Height), 0, _gammaCorrectionBrightness, .(2, 2, 2), .(0, 0, 1, 1));
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Renderer2D.EndScene();
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}
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@@ -63,7 +63,7 @@ namespace Sandbox
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_samplerPoint = SamplerStateManager.GetSampler(desc);
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}
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Vector2 _position;
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float2 _position;
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bool _moving;
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@@ -123,7 +123,7 @@ namespace Sandbox
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{
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var windowPos = ImGui.GetWindowPos();
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var mousePos = ImGui.GetIO().MousePos;
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Vector2 mouseInWindow = .(mousePos.x - windowPos.x, mousePos.y - windowPos.y);
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float2 mouseInWindow = .(mousePos.x - windowPos.x, mousePos.y - windowPos.y);
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bool windowHovered = ImGui.IsWindowHovered();
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@@ -180,10 +180,10 @@ namespace Sandbox
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_context.SetDepthStencilTarget(_depth);
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_context.BindRenderTargets();
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Vector2 textureSize = Vector2(viewedTexture.Width, viewedTexture.Height);
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Vector2 zoomedTextureSize = textureSize * _zoom;
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float2 textureSize = float2(viewedTexture.Width, viewedTexture.Height);
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float2 zoomedTextureSize = textureSize * _zoom;
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Vector2 targetSize = Vector2(_target.Width, _target.Height);
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float2 targetSize = float2(_target.Width, _target.Height);
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_effect.Variables["ColorOffset"].SetData(_colorOffset);
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_effect.Variables["ColorScale"].SetData(_colorScale);
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@@ -203,19 +203,19 @@ namespace Sandbox
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switch(_backgroundMode)
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{
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case .Black:
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Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .Black);
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Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .Black);
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case .White:
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Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .White);
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Renderer2D.DrawQuadPivotCorner(float3(0, 0, 1), targetSize, 0, .White);
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case .Checkerboard:
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float quadSize = 50.0f;
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Vector2 numQuads = (targetSize / 500f) * 10f;
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float2 numQuads = (targetSize / 500f) * 10f;
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for(float x = 0; x < numQuads.X; x++)
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{
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for(float y = 0; y < numQuads.Y; y++)
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{
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Renderer2D.DrawQuadPivotCorner(Vector3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
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Renderer2D.DrawQuadPivotCorner(float3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
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}
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}
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break;
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@@ -235,7 +235,7 @@ namespace Sandbox
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Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
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Renderer2D.DrawQuadPivotCorner(Vector3(_position * .(1, -1), 0), zoomedTextureSize, 0, viewedTexture);
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Renderer2D.DrawQuadPivotCorner(float3(_position * .(1, -1), 0), zoomedTextureSize, 0, viewedTexture);
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Renderer2D.EndScene();
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Block a user