rubuild file struct 2
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@@ -31,6 +31,7 @@
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using StgSharp;
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using StgSharp.Geometries;
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using StgSharp.Graphics;
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using StgSharp.Graphics.GL;
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using StgSharp.Logic;
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using StgSharp.Math;
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@@ -48,7 +49,7 @@ namespace StgSharp
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private ElementBuffer ebo;
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private ShaderProgram shader;
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private Texture texture;
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private TextureGL texture;
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private Uniform<float, float, float, float> color;
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private Uniform<int> ourTexture;
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private Uniform<int> ourTexture2;
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@@ -77,16 +78,15 @@ namespace StgSharp
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{
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SetSizeLimit(800, 800, 800, 800);
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FrameSizeCallback =
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(IntPtr id, uint width, uint height) => GL.Viewport(0, 0, width, height);
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(IntPtr id, uint width, uint height) => glFunc.Viewport(0, 0, width, height);
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shader = CreateShaderProgram();
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Shader vertex = CreateShaderSegment(ShaderType.Vertex, 1);
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Shader fragment = CreateShaderSegment(ShaderType.Fragment, 1);
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vertex.Compile(0, File.ReadAllText("Shader\\vertex.vert"));
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vertex.Compile(0, Shader.FromCodeFile("Shader\\main.vert"));
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vertex.AttachTo(0, shader);
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fragment.Compile(0, File.ReadAllText("Shader\\fragment.frag"));
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fragment.Compile(0, Shader.FromCodeFile("Shader\\main.frag"));
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fragment.AttachTo(0, shader);
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shader.Link();
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Triangle tri = new Triangle(
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@@ -119,35 +119,35 @@ namespace StgSharp
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vao.Bind(0);
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ebo.SetValue(0, rec.Indices, BufferUsage.STATIC_DRAW);
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ebo.SetValue(0, rec.VertexIndices, BufferUsage.StaticDraw);
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vbo.WriteMatrixData(0, rec.VertexBuffer, BufferUsage.STATIC_DRAW);
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vao.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.WriteVectorData(0, rec.VertexStream, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(0, 3, TypeCode.Single, false, 4 * sizeof(float), 0);
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vbo.WriteScalerData(1, texCoord, BufferUsage.STATIC_DRAW);
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vao.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
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vbo.WriteScalerData(1, texCoord, BufferUsage.StaticDraw);
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VertexArray.SetVertexAttribute(2, 2, TypeCode.Single, false, 2 * sizeof(float), 0);
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/**/
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vbo.Unbind();
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vao.BindNull();
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VertexArray.BindNull();
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/**/
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texture.Bind2D(0);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(0, "Shader\\Image1.png", null);
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texture.LoadTexture(0,Image.FromFile( "Shader\\Image1.png", null));
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texture.Bind2D(1);
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texture.Set2dWrapProperty(Wrap.Repeat, Wrap.Repeat);
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texture.Set2dFilterProperty(Filter.Nearest, Filter.Nearest);
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texture.LoadTexture(1, "Shader\\awesomeface.png", null);
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texture.LoadTexture(1, Image.FromFile( "Shader\\awesomeface.png", null));
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shader.Use();
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/**/
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color = shader.GetUniform<float, float, float, float>("color");
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ourTexture = shader.GetUniform<int>("ourTexture");
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GL.SetValue(ourTexture, 0);
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glFunc.SetUniformValue(ourTexture, 0);
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ourTexture2 = shader.GetUniform<int>("ourTexture2");
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GL.SetValue(ourTexture2, 1);
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glFunc.SetUniformValue(ourTexture2, 1);
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/**/
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NativeCameraViewTarget(
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@@ -158,6 +158,12 @@ namespace StgSharp
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NativeCameraViewRange(new Degree(10f), (0, 0), (50f, 50f));
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NativeCameraUniform(shader, "camera");
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TextureGL.Activate(TextureUnit.Unit0);
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texture.Bind2D(0);
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TextureGL.Activate(TextureUnit.Unit1);
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texture.Bind2D(1);
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}
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protected override sealed void Main(
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@@ -165,26 +171,22 @@ namespace StgSharp
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in Dictionary<string, BlueprintPipeline> output
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)
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{
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GL.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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glFunc.ClearColor(0.333f, 0.555f, 0.555f, 1.0f);
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//Console.WriteLine(1);
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GL.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH /**/ );
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glFunc.Clear(MaskBufferBit.COLOR /**/| MaskBufferBit.DEPTH /**/ );
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/**/
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vao.Bind(0);
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shader.Use();
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/**/
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/**/
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texture.Activate(TextureUnit.Unit0);
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texture.Bind2D(0);
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texture.Activate(TextureUnit.Unit1);
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texture.Bind2D(1);
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/**/
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/**/
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float time = /* CurrentFrameCount, / /**/ 60.0f;
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float time = /* CurrentFrameCount, / /**/ 0.003f;
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GL.SetValue(color,
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glFunc.SetUniformValue(color,
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0.5f + MathF.Cos(time),
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0.5f + MathF.Sin((time * 0.66667f) + ((2 * Scaler.Pi) / 3)),
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0.5f + MathF.Sin((time * 0.33333f) + (Scaler.Pi / 3)),
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@@ -196,9 +198,9 @@ namespace StgSharp
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//Console.WriteLine(NativeCamera.Projection);
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GL.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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glFunc.DrawElements(GeometryType.TRIANGLES, 6, TypeCode.UInt32, IntPtr.Zero);
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vao.BindNull();
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VertexArray.BindNull();
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/**/
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BlueprintPipeline.SkipAll(output);
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