Culling, rendering improvements and optimizations, block removing test.
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43
Texture.cs
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43
Texture.cs
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using OpenTK.Graphics.OpenGL4;
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using StbImageSharp;
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namespace Voxel
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{
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public class Texture
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{
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private int _handle;
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private string _path;
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public Texture(string path)
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{
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_handle = GL.GenTexture();
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_path = path;
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LoadFromFile();
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}
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private void LoadFromFile()
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{
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StbImage.stbi_set_flip_vertically_on_load(1);
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ImageResult image = ImageResult.FromStream(File.OpenRead(_path), ColorComponents.RedGreenBlueAlpha);
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GL.BindTexture(TextureTarget.Texture2D, _handle);
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GL.TexImage2D(
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TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba,
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image.Width, image.Height, 0,
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PixelFormat.Rgba, PixelType.UnsignedByte, image.Data
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);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);
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}
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public void Bind(TextureUnit unit = TextureUnit.Texture0)
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{
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GL.ActiveTexture(unit);
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GL.BindTexture(TextureTarget.Texture2D, _handle);
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}
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}
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}
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