Add project files.
This commit is contained in:
14
Program.cs
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14
Program.cs
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using Voxel;
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internal class Program
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{
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private static void Main(string[] args)
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{
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int sizeX = 800;
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int sizeY = 600;
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string title = "Game";
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Window window = new Window(sizeX, sizeY, title);
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window.Run();
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}
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}
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93
Shader.cs
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93
Shader.cs
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using OpenTK.Graphics.OpenGL4;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection.Metadata;
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using System.Text;
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using System.Threading.Tasks;
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namespace Voxel
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{
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public class Shader
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{
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int handle;
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private bool disposedValue = false;
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public Shader(string vertexPath, string fragmentPath)
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{
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string vertexShaderSource = File.ReadAllText(vertexPath);
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string fragmentShaderSource = File.ReadAllText(fragmentPath);
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int vertexShader = GL.CreateShader(ShaderType.VertexShader);
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int fragmentShader = GL.CreateShader(ShaderType.FragmentShader);
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GL.ShaderSource(vertexShader, vertexShaderSource);
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GL.ShaderSource(fragmentShader, fragmentShaderSource);
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GL.CompileShader(vertexShader);
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GL.GetShader(vertexShader, ShaderParameter.CompileStatus, out int success);
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if (success == 0)
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{
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string infoLog = GL.GetShaderInfoLog(vertexShader);
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Console.WriteLine(infoLog);
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}
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GL.CompileShader(fragmentShader);
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if (success == 0)
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{
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string infoLog = GL.GetShaderInfoLog(fragmentShader);
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Console.WriteLine(infoLog);
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}
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// attach
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handle = GL.CreateProgram();
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GL.AttachShader(handle, vertexShader);
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GL.AttachShader(handle, fragmentShader);
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GL.LinkProgram(handle);
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GL.GetProgram(handle, GetProgramParameterName.LinkStatus, out success);
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if (success == 0)
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{
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string infoLog = GL.GetProgramInfoLog(handle);
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Console.WriteLine(infoLog);
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}
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GL.DetachShader(handle, vertexShader);
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GL.DetachShader(handle, fragmentShader);
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GL.DeleteShader(fragmentShader);
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GL.DeleteShader(vertexShader);
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}
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public void Use()
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{
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GL.UseProgram(handle);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!disposedValue)
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{
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GL.DeleteProgram(handle);
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disposedValue = true;
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}
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}
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~Shader()
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{
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if (disposedValue == false)
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{
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Console.WriteLine("GPU Resource leak! Did you forget to call Dispose()?");
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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}
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9
Shaders/shader.frag
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9
Shaders/shader.frag
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#version 330 core
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out vec4 FragColor;
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in vec4 vertexColor;
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void main()
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{
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FragColor = vertexColor;
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}
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10
Shaders/shader.vert
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10
Shaders/shader.vert
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#version 330 core
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layout (location = 0) in vec3 aPosition;
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out vec4 vertexColor;
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void main()
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{
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gl_Position = vec4(aPosition, 1.0);
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vertexColor = vec4(aPosition + vec3(0.5,0.5,0.5), 1.0);
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}
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48
Triangle.cs
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48
Triangle.cs
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using OpenTK.Graphics.OpenGL4;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Voxel
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{
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public class Triangle
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{
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private int _vao;
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private Shader _shader;
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public Triangle()
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{
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string vertexPath = "Shaders/shader.vert";
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string fragmentPath = "Shaders/shader.frag";
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_shader = new Shader(vertexPath, fragmentPath);
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float[] vertices =
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{
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-0.5f, -0.5f, 0.0f, //top
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0.5f, -0.5f, 0.0f, // bottom right
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0.0f, 0.5f, 0.0f // bottom left
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};
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_vao = GL.GenVertexArray();
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GL.BindVertexArray(_vao);
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int vbo = GL.GenBuffer();
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GL.BindBuffer(BufferTarget.ArrayBuffer, vbo);
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GL.BufferData(BufferTarget.ArrayBuffer, vertices.Length * sizeof(float), vertices, BufferUsageHint.StaticDraw);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
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GL.EnableVertexAttribArray(0);
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_shader.Use();
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}
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public void Draw()
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{
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GL.BindVertexArray(_vao);
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GL.DrawArrays(PrimitiveType.Triangles, 0, 3);
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}
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}
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}
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23
Voxel.csproj
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23
Voxel.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<OutputType>Exe</OutputType>
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<TargetFramework>net8.0</TargetFramework>
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<ImplicitUsings>enable</ImplicitUsings>
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<Nullable>enable</Nullable>
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="OpenTK" Version="4.9.4" />
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</ItemGroup>
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<ItemGroup>
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<None Update="Shaders\shader.frag">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Update="Shaders\shader.vert">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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</Project>
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25
Voxel.sln
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25
Voxel.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.14.36414.22 d17.14
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Voxel", "Voxel.csproj", "{E47B0EBF-E55C-4AD9-A928-0CFEA626FF71}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{E47B0EBF-E55C-4AD9-A928-0CFEA626FF71}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{E47B0EBF-E55C-4AD9-A928-0CFEA626FF71}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{E47B0EBF-E55C-4AD9-A928-0CFEA626FF71}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{E47B0EBF-E55C-4AD9-A928-0CFEA626FF71}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {AD41EC00-CB7C-4622-816F-9F2E4FD10EC0}
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EndGlobalSection
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EndGlobal
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48
Window.cs
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48
Window.cs
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using OpenTK.Graphics.OpenGL4;
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using OpenTK.Windowing.Common;
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using OpenTK.Windowing.Desktop;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Voxel
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{
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public class Window(int width, int height, string title) : GameWindow(GameWindowSettings.Default, new NativeWindowSettings() { Size = (width, height), Title = title })
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{
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private Triangle _triangle;
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protected override void OnUpdateFrame(FrameEventArgs args)
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{
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base.OnUpdateFrame(args);
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}
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protected override void OnRenderFrame(FrameEventArgs args)
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{
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base.OnRenderFrame(args);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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_triangle.Draw();
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SwapBuffers();
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}
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protected override void OnFramebufferResize(FramebufferResizeEventArgs e)
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{
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base.OnFramebufferResize(e);
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GL.Viewport(0, 0, e.Width, e.Height);
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}
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protected override void OnLoad()
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{
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base.OnLoad();
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_triangle = new Triangle();
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GL.ClearColor(0.5f, 0.5f, 0.5f, 1f);
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}
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}
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}
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