mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
499 lines
14 KiB
Beef
499 lines
14 KiB
Beef
using System;
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using GlitchyEngine;
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using GlitchyEngine.Math;
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using GlitchyEngine.Renderer;
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using ImGui;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.Events;
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using System.Diagnostics;
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using System.Collections;
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namespace Sandbox.VoxelFun
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{
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public class VoxelTestLayer : Layer
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{
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private PerspectiveCamera _camera ~ delete _;
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[Ordered]
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public 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 _cubeGeo ~ _?.ReleaseRef();
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GeometryBinding _geometryBinding ~ _?.ReleaseRef();
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GeometryBinding _quadGeometryBinding ~ _?.ReleaseRef();
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GeometryBinding _lineGeometryBinding ~ _?.ReleaseRef();
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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EffectLibrary _effectLibrary ~ 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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DepthStencilTarget _depthStencilTarget ~ _?.ReleaseRef();
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World _world ~ delete _;
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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("VoxelTest")
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{
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Blocks.Init();
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Models.Init();
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_context = Application.Get().Window.Context..AddRef();
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_effectLibrary = new EffectLibrary(_context);
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_depthStencilTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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_effect = _effectLibrary.Load("content\\Shaders\\basicShader.hlsl");
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_textureEffect = _effectLibrary.Load("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 Cube
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{
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_cubeGeo = new GeometryBinding(_context);
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_cubeGeo.SetPrimitiveTopology(.TriangleList);
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_cubeGeo.SetVertexLayout(_vertexLayout);
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List<VertexColorTexture> vertices = new List<VertexColorTexture>();
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defer delete vertices;
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List<uint32> indices = new List<uint32>();
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defer delete indices;
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uint32 i = 0;
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(scope BlockModel(.HotPink)).GenerateGeometry(Blocks.Air, .Zero, .All, vertices, indices, ref i);
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let qvb = new VertexBuffer(_context, typeof(VertexColorTexture), (.)vertices.Count, .Immutable);
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qvb.SetData<VertexColorTexture>(vertices);
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_cubeGeo.SetVertexBufferSlot(qvb, 0);
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qvb.ReleaseRef();
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let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable, .None, .Index32Bit);
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qib.SetData<uint32>(indices);
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_cubeGeo.SetIndexBuffer(qib);
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qib.ReleaseRef();
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}
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// Create Line
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{
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_lineGeometryBinding = new GeometryBinding(_context);
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_lineGeometryBinding.SetPrimitiveTopology(.LineList);
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_lineGeometryBinding.SetVertexLayout(_vertexLayout);
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VertexColorTexture[?] vertices = .(
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VertexColorTexture(Vector3(0, 0, 0), Color.White, .(0, 0)),
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VertexColorTexture(Vector3(0, 0, 10), Color.White, .(0, 1)),
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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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_lineGeometryBinding.SetVertexBufferSlot(qvb, 0);
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qvb.ReleaseRef();
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uint16[?] indices = .(0, 1);
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let qib = new IndexBuffer(_context, (.)indices.Count, .Immutable);
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qib.SetData(indices);
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_lineGeometryBinding.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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rsDesc.DepthClipEnabled = true;
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_rasterizerState = new RasterizerState(_context, rsDesc);
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// Camera
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_camera = new PerspectiveCamera();
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_camera.NearPlane = 0.1f;
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_camera.FarPlane = 1000.0f;
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_camera.FovY = Math.PI_f / 4;
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_camera.Position = .(0, 128, 0);//-320
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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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_world = new World();
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if(World.CreateWorld("test", 1337, _world) case .Err(.WorldAlreadyExists))
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{
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World.LoadWorld("test", _world);
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}
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_world.ChunkManager = new ChunkManager(_context, _vertexLayout, _world);
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_world.ChunkManager.Texture = _texture..AddRef();
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_world.ChunkManager.TextureEffect = _textureEffect..AddRef();
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}
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void UpdateCamera(GameTime gameTime)
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{
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UpdateCameraRotation(gameTime);
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UpdateCameraMovement(gameTime);
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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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}
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double cameraRotationSpeedX = 0.0001f;
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double cameraRotationSpeedY = 0.0001f;
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bool b = true;
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void UpdateCameraRotation(GameTime gameTime)
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{
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if(b)
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{
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b = false;
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return;
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}
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let mouseMovement = Input.GetRawMouseMovement();
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if(mouseMovement.X == 0 && mouseMovement.Y == 0)
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return;
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Vector3 rotation = _camera.Rotation;
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rotation.Y = (float)(rotation.Y + mouseMovement.X * cameraRotationSpeedX * gameTime.FrameTime.TotalMilliseconds);
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rotation.X = (float)(rotation.X + mouseMovement.Y * cameraRotationSpeedY * gameTime.FrameTime.TotalMilliseconds);
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rotation.X = Math.Clamp(rotation.X, -Math.PI_f / 2, Math.PI_f / 2);
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_camera.Rotation = rotation;
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}
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float movementSpeed = 2;
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float movementSpeedFast = 20;
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void UpdateCameraMovement(GameTime gameTime)
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{
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Vector3 movement = .();
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if(Input.IsKeyPressed(Key.W))
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{
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movement.Z += 1;
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}
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if(Input.IsKeyPressed(Key.S))
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{
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movement.Z -= 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(Input.IsKeyPressed(Key.Space))
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{
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movement.Y += 1;
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}
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if(Input.IsKeyPressed(Key.Control))
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{
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movement.Y -= 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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Matrix rot = .RotationY(_camera.Rotation.Y) * .RotationX(_camera.Rotation.X);
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let bla = ((Vector4)(rot * Vector4(movement, 1.0f))); //TODO .XYZ
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movement = .(bla.X, bla.Y, bla.Z);
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float speed = Input.IsKeyPressed(Key.Shift) ? movementSpeedFast : movementSpeed;
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_camera.Position += movement * speed;
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}
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Ray ray = .(.(0, 128, 0), .UnitZ);
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public override void Update(GameTime gameTime)
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{
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UpdateCamera(gameTime);
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_world.ChunkManager.Update(_camera.Position);
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//RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
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RenderCommand.Clear(null, .CornflowerBlue);
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RenderCommand.Clear(_depthStencilTarget, 1.0f, 0, .Depth);
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// Draw test geometry
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_depthStencilTarget.Bind();
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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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_texture.Bind();
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intersectInfo.Coordinate = _world.RaycastBlock(.(_camera.Position, _camera.Transform.Forward), 10, _cubeGeo, _textureEffect, out intersectInfo.Location, out intersectInfo.Face);
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Renderer.Submit(_cubeGeo, _textureEffect, .Translation((Vector3)intersectInfo.Coordinate));
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Renderer.Submit(_cubeGeo, _textureEffect, .Translation(intersectInfo.Location) * .Scaling(0.1f) * .Translation(-0.5f.XXX));
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if(intersectInfo.Face != .None)
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{
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if(rightHandBlock == null)
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rightHandBlock = Blocks.Stone;
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if(Input.IsMouseButtonPressing(.LeftButton))
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{
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_world.BreakBlock(intersectInfo.Coordinate);
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}
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else if(Input.IsMouseButtonPressing(.RightButton))
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{
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_world.PlaceBlock(intersectInfo.Coordinate, rightHandBlock, intersectInfo.Face);
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}
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else if(Input.IsMouseButtonPressing(.MiddleButton))
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{
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rightHandBlock = _world.GetBlock(intersectInfo.Coordinate);
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}
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}
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_world.ChunkManager.Draw();
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Renderer.EndScene();
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}
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Block rightHandBlock;
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struct IntersectionInfo
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{
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public Int32_3 Coordinate;
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public Vector3 Location;
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public BlockFace Face;
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}
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IntersectionInfo intersectInfo;
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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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dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
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}
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private bool OnWindowResize(WindowResizeEvent e)
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{
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_depthStencilTarget?.ReleaseRef();
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_depthStencilTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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return false;
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}
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private bool OnImGuiRender(ImGuiRenderEvent e)
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{
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_world.ChunkManager.OnImGuiRender();
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ImGui.Begin("Test");
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ImGui.LabelText("Looked at block", $"Coord: {intersectInfo.Coordinate}, Block Face: {intersectInfo.Face}, Location: {intersectInfo.Location}");
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ImGui.DragFloat("Slow Speed", &movementSpeed, 1.0f, 0.01f, 100.0f);
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ImGui.DragFloat("Fast Speed", &movementSpeedFast, 1.0f, 1f, 10000.0f);
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Vector3 fwd = _camera.Transform.Forward;
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ImGui.DragFloat3("Forward", *(float[3]*)(void*)&fwd, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
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Vector3 camPos = _camera.Position;
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ImGui.DragFloat3("Position", *(float[3]*)(void*)&camPos, 1.0f, float.NegativeInfinity, float.PositiveInfinity);
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_camera.Position = camPos;
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ImGui.ColorEdit3("Square Color", ref _squareColor0);
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_squareColor1 = ColorRGBA.White - _squareColor0;
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_camera.Position = camPos;
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ImGui.End();
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return false;
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}
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}
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}
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