update
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61
Renderer.cs
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61
Renderer.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.Runtime.InteropServices;
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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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static class Renderer
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{
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private static int _ssbo;
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private static int _vao;
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private static List<FaceData> _faces = new List<FaceData>();
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private static Shader _shader;
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private static bool _needsUpdate = false;
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public static void OnLoad()
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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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_ssbo = GL.GenBuffer();
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_vao = GL.GenVertexArray();
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GL.BindVertexArray(_vao);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
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GL.BindBufferBase(BufferRangeTarget.ShaderStorageBuffer, 0, _ssbo);
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}
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public static void Render()
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{
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GL.BindVertexArray(_vao);
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GL.BindBuffer(BufferTarget.ShaderStorageBuffer, _ssbo);
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if (_needsUpdate)
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{
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_needsUpdate = false;
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Console.WriteLine("Update buffer");
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uint[] data = _faces.SelectMany(f => f.Pack()).ToArray();
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GL.BufferData(BufferTarget.ShaderStorageBuffer, data.Length * sizeof(uint), data, BufferUsageHint.StaticRead);
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}
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_shader.Use();
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_shader.SetMatrix4("view", Camera.view);
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_shader.SetMatrix4("projection", Camera.projection);
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GL.DrawArrays(PrimitiveType.Triangles, 0, _faces.Count * 6);
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//Console.WriteLine("Rendered " + _faces.Count.ToString() + " faces");
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}
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public static void AddFaces(List<FaceData> faces)
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{
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_faces.AddRange(faces);
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_needsUpdate = true;
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}
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}
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}
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