mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
305 lines
8.1 KiB
Beef
305 lines
8.1 KiB
Beef
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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namespace Sandbox
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{
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class ExampleLayer : Layer
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{
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private OrthographicCamera _camera ~ delete _; // PerspectiveCamera
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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 Color Color;
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public Vector2 TexCoord;
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public this() => this = default;
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public this(Vector3 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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{
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Position = pos;
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Color = color;
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TexCoord = texCoord;
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}
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public static readonly 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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VertexElement(.R32G32B32_Float, "POSITION"),
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VertexElement(.R8G8B8A8_UNorm, "COLOR"),
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VertexElement(.R32G32_Float, "TEXCOORD"),
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);
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}
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}
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VertexLayout _vertexLayout ~ delete _;
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GeometryBinding _geometryBinding ~ _?.ReleaseRef();
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GeometryBinding _quadGeometryBinding ~ _?.ReleaseRef();
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RasterizerState _rasterizerState ~ delete _;
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Effect _effect ~ _?.ReleaseRef();
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Effect _textureEffect ~ _?.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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private Vector3 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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[AllowAppend]
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public this() : base("Example")
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{
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_context = Application.Get().Window.Context..AddRef();
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_effect = new Effect(_context, "content\\Shaders\\basicShader.hlsl");
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_textureEffect = new Effect(_context, "content\\Shaders\\textureShader.hlsl");
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// Create Input Layout
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_vertexLayout = new VertexLayout(_context, VertexColorTexture.VertexElements, _textureEffect.VertexShader);
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// Create hexagon
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{
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_geometryBinding = new GeometryBinding(_context);
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_geometryBinding.SetPrimitiveTopology(.TriangleList);
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_geometryBinding.SetVertexLayout(_vertexLayout);
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float pO3 = Math.PI_f / 3.0f;
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VertexColorTexture[?] vertices = .(
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VertexColorTexture(.Zero, Color(255,255,255)),
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VertexColorTexture(CircleCoord(0), Color(255, 0, 0)),
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VertexColorTexture(CircleCoord(pO3), Color(255,255, 0)),
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VertexColorTexture(CircleCoord(pO3*2), Color( 0,255, 0)),
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VertexColorTexture(CircleCoord(Math.PI_f), Color( 0,255,255)),
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VertexColorTexture(CircleCoord(-pO3*2), Color( 0, 0,255)),
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VertexColorTexture(CircleCoord(-pO3), Color(255, 0,255)),
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);
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let vb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
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vb.SetData(vertices);
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_geometryBinding.SetVertexBufferSlot(vb, 0);
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vb.ReleaseRef();
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uint16[?] indices = .(
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0, 1, 2,
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0, 2, 3,
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0, 3, 4,
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0, 4, 5,
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0, 5, 6,
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0, 6, 1);
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let ib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
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ib.SetData(indices);
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_geometryBinding.SetIndexBuffer(ib);
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ib.ReleaseRef();
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}
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// Create Quad
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{
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_quadGeometryBinding = new GeometryBinding(_context);
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_quadGeometryBinding.SetPrimitiveTopology(.TriangleList);
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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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);
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let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
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qvb.SetData(vertices);
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_quadGeometryBinding.SetVertexBufferSlot(qvb, 0);
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qvb.ReleaseRef();
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uint16[?] indices = .(
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0, 1, 2,
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2, 3, 0);
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let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
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qib.SetData(indices);
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_quadGeometryBinding.SetIndexBuffer(qib);
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qib.ReleaseRef();
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}
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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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// Camera
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_camera = new OrthographicCamera();
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_camera.NearPlane = -1;
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_camera.FarPlane = 1;
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/*
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_camera = new PerspectiveCamera();
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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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_camera.Position = .(0, -1, -5);
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*/
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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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}
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public override void Update(GameTime gameTime)
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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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_camera.Position += .(movement, 0);
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_camera.Width = _context.SwapChain.BackbufferViewport.Width / 256;
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_camera.Height = _context.SwapChain.BackbufferViewport.Height / 256;
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//_camera.AspectRatio = Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
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// Application.Get().Window.Context.SwapChain.BackbufferViewport.Height;
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_camera.Update();
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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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Renderer.BeginScene(_camera);
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_opaqueBlendState.Bind();
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for(int x < 20)
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for(int y < 20)
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{
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if((x + y) % 2 == 0)
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_effect.Variables["BaseColor"].SetData(_squareColor0);
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else
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_effect.Variables["BaseColor"].SetData(_squareColor1);
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Matrix transform = Matrix.Translation(x * 0.2f, y * 0.2f, 0) * Matrix.Scaling(0.1f);
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Renderer.Submit(_quadGeometryBinding, _effect, transform);
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}
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_effect.Variables["BaseColor"].SetData(_squareColor1);
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_texture.Bind();
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Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
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_alphaBlendState.Bind();
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_ge_logo.Bind();
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Renderer.Submit(_quadGeometryBinding, _textureEffect, .Scaling(1.5f));
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Renderer.EndScene();
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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 SandboxApp : Application
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{
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public this()
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{
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PushLayer(new ExampleLayer());
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}
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[Export, LinkName("CreateApplication")]
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public static Application CreateApplication()
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{
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return new SandboxApp();
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}
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}
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}
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