cleanup
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@@ -32,7 +32,7 @@ namespace Voxel.Core
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while (_tickTime >= TICK_LENGTH)
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while (_tickTime >= TICK_LENGTH)
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{
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{
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_tickTime -= TICK_LENGTH;
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_tickTime -= TICK_LENGTH;
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Tick(); // run exactly once per tick
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Tick();
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}
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}
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if (Input.GetKey(Keys.Escape))
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if (Input.GetKey(Keys.Escape))
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@@ -136,7 +136,6 @@ namespace Voxel.Graphics
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_uiShader.SetMatrix4("projection", projection);
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_uiShader.SetMatrix4("projection", projection);
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_uiTexture.Bind(TextureUnit.Texture0);
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_uiTexture.Bind(TextureUnit.Texture0);
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_guiBatcher.DrawString("Voxel Engine v0.1", 16, 112, 24, Vector4.One);
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_guiBatcher.Render();
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_guiBatcher.Render();
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@@ -5,7 +5,7 @@ in vec4 Color;
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out vec4 FragColor;
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out vec4 FragColor;
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uniform sampler2D uTexture; // Ensure this name matches C# exactly
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uniform sampler2D uTexture;
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void main()
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void main()
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{
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{
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@@ -7,11 +7,10 @@ layout (location = 2) in vec4 aColor;
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out vec2 TexCoord;
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out vec2 TexCoord;
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out vec4 Color;
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out vec4 Color;
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uniform mat4 projection; // Ensure this name matches C# exactly
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uniform mat4 projection;
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void main()
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void main()
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{
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{
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// If you don't multiply by projection, the compiler deletes the uniform
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gl_Position = projection * vec4(aPos, 0.0, 1.0);
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gl_Position = projection * vec4(aPos, 0.0, 1.0);
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TexCoord = aTexCoord;
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TexCoord = aTexCoord;
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Color = aColor;
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Color = aColor;
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@@ -3,12 +3,9 @@ public static class CharWidth
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private static readonly Dictionary<char, float> CharWidths = new Dictionary<char, float>();
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private static readonly Dictionary<char, float> CharWidths = new Dictionary<char, float>();
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static CharWidth()
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static CharWidth()
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{
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{ for (char c = (char)32; c <= (char)126; c++)
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// Default for all ASCII
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for (char c = (char)32; c <= (char)126; c++)
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CharWidths[c] = 5.0f;
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CharWidths[c] = 5.0f;
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// Override exceptions
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CharWidths[' '] = 3.0f;
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CharWidths[' '] = 3.0f;
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CharWidths['!'] = 1.0f;
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CharWidths['!'] = 1.0f;
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CharWidths['"'] = 3.0f;
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CharWidths['"'] = 3.0f;
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@@ -28,7 +28,6 @@ public class GuiBatcher
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public void DrawQuad(float x, float y, float w, float h, Vector4 uv, Vector4 color)
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public void DrawQuad(float x, float y, float w, float h, Vector4 uv, Vector4 color)
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{
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{
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// Two triangles (Standard Minecraft Blit)
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_vertices.Add(new UiVertex(x, y, uv.X, uv.Y, color)); // TL
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_vertices.Add(new UiVertex(x, y, uv.X, uv.Y, color)); // TL
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_vertices.Add(new UiVertex(x + w, y, uv.Z, uv.Y, color)); // TR
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_vertices.Add(new UiVertex(x + w, y, uv.Z, uv.Y, color)); // TR
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_vertices.Add(new UiVertex(x, y + h, uv.X, uv.W, color)); // BL
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_vertices.Add(new UiVertex(x, y + h, uv.X, uv.W, color)); // BL
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@@ -13,6 +13,9 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Update="Assets\ascii.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Update="Assets\atlas.png">
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<None Update="Assets\atlas.png">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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</None>
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@@ -22,6 +25,12 @@
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<None Update="Shaders\shader.vert">
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<None Update="Shaders\shader.vert">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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</None>
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<None Update="Shaders\ui.frag">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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<None Update="Shaders\ui.vert">
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<CopyToOutputDirectory>Always</CopyToOutputDirectory>
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</None>
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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