added texture atlas
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@@ -9,7 +9,8 @@ namespace Voxel
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public static float Pitch = 0f;
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public static float Pitch = 0f;
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public static float Yaw = -90f;
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public static float Yaw = -90f;
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public static float FOV = 70f;
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public static float FOV = 70f;
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public static float Speed = 0.5f;
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public static float Speed = 5f;
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public static float ShiftSpeed = 20f;
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public static Matrix4 view =>
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public static Matrix4 view =>
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Matrix4.LookAt(Position, Position + Front, Vector3.UnitY);
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Matrix4.LookAt(Position, Position + Front, Vector3.UnitY);
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@@ -33,7 +34,7 @@ namespace Voxel
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float moveSpeed = Speed * time;
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float moveSpeed = Speed * time;
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if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.LeftShift))
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if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.LeftShift))
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{
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{
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moveSpeed *= 10;
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moveSpeed = ShiftSpeed * time;
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}
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}
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if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.W))
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if (Input.GetKey(OpenTK.Windowing.GraphicsLibraryFramework.Keys.W))
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{
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{
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43
Triangle.cs
43
Triangle.cs
@@ -1,43 +0,0 @@
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using OpenTK.Graphics.OpenGL4;
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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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-0.0f, 0.5f, 0.0f, //top
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0.5f, -0.5f, 0.0f, // bottom right
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-0.5f, -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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