Nullable fixes, use Texture2d resource for rendering directly.
This commit is contained in:
@@ -117,35 +117,14 @@ namespace DaggerFramework.Rendering
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_rotation = rotation;
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}
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public override int LoadTexture(Texture2d texture)
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public override void DrawTexture(Texture2d texture, Color tint)
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{
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Image image = new Image();
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unsafe
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if (texture.Handle == -1)
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{
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fixed (void* dataPtr = texture.Buffer)
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{
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image.data = dataPtr;
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}
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LoadTexture(texture);
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}
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image.width = texture.Width;
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image.height = texture.Height;
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image.mipmaps = 1;
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image.format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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Texture2D rayTexture;
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rayTexture = Raylib.LoadTextureFromImage(image);
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_texturePool.Add(rayTexture);
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return _texturePool.Count - 1;
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}
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public override void DrawTexture(int id, Color tint)
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{
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Raylib.DrawTextureV(_texturePool[id], _position, DaggerColorToRaylibColor(tint));
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Raylib.DrawTextureV(_texturePool[texture.Handle], _position, DaggerColorToRaylibColor(tint));
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}
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public override void DrawRectangle(Vector2 size, Color color)
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@@ -206,12 +185,12 @@ namespace DaggerFramework.Rendering
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public override void DrawText(Font font, string text, Color color)
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{
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if (font.FontHandle == -1)
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if (font.Handle == -1)
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{
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LoadFont(font);
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}
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var rayFont = _fontPool[font.FontHandle];
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var rayFont = _fontPool[font.Handle];
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Raylib.DrawTextPro(rayFont, text, _position, Vector2.Zero, _rotation, font.Size, 0.0f, DaggerColorToRaylibColor(color));
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}
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@@ -255,7 +234,33 @@ namespace DaggerFramework.Rendering
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_fontPool.Add(fontRay);
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font.FontHandle = _fontPool.Count - 1;
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font.Handle = _fontPool.Count - 1;
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}
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private void LoadTexture(Texture2d texture)
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{
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Image image = new();
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unsafe
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{
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fixed (void* dataPtr = texture.Buffer)
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{
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image.data = dataPtr;
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}
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}
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image.width = texture.Width;
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image.height = texture.Height;
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image.mipmaps = texture.Mipmaps;
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image.format = (PixelFormat)texture.Format;
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Texture2D rayTexture;
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rayTexture = Raylib.LoadTextureFromImage(image);
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_texturePool.Add(rayTexture);
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texture.Handle = _texturePool.Count - 1;
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}
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@@ -79,13 +79,6 @@ namespace DaggerFramework.Rendering
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/// <param name="color">Background color.</param>
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public abstract void ClearBackground(Color color);
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/// <summary>
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/// Loads the texture onto the GPU for later use in DrawTexture or other Texture related methods.
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/// </summary>
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/// <param name="texture">Texture to load.</param>
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/// <returns>A texture handler on the GPU.</returns>
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public abstract int LoadTexture(Texture2d texture);
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/// <summary>
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/// Sets transforms for the next draw operation.
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/// </summary>
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@@ -131,9 +124,9 @@ namespace DaggerFramework.Rendering
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/// <summary>
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/// Draws the texture.
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/// </summary>
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/// <param name="id">Texture handle.</param>
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/// <param name="id">Texture to draw.</param>
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/// <param name="tint">Texture tint.</param>
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public abstract void DrawTexture(int id, Color tint);
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public abstract void DrawTexture(Texture2d texture, Color tint);
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}
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public enum Msaa
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@@ -83,7 +83,7 @@ namespace DaggerFramework.Rendering
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}
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/// <inheritdoc />
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public override void DrawTexture(int id, Color tint)
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public override void DrawTexture(Texture2d texture, Color tint)
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{
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throw new NotImplementedException();
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}
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@@ -94,12 +94,6 @@ namespace DaggerFramework.Rendering
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return 0.0;
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}
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/// <inheritdoc />
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public override int LoadTexture(Texture2d texture)
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{
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throw new NotImplementedException();
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}
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/// <inheritdoc />
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protected override void SetTargetFps(int fps)
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{
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@@ -196,7 +190,6 @@ namespace DaggerFramework.Rendering
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throw new NotImplementedException();
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}
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private GL _gl;
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private Glfw _glfw;
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private unsafe WindowHandle* _windowHandle;
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@@ -5,7 +5,7 @@ public class Font : Resource
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/// <summary>
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/// Internal handle for the font. If it got successfully loaded into the GPU, the value will be other than -1.
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/// </summary>
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internal int FontHandle { get; set; } = -1;
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internal int Handle { get; set; } = -1;
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public int Size { get; set; } = 16;
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public Font(string path, byte[] buffer) : base(path, buffer)
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{
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@@ -2,10 +2,43 @@ namespace DaggerFramework
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{
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public class Texture2d : Resource
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{
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/// <summary>
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/// Internal handle for the texture. If it got successfully loaded into the GPU, the value will be other than -1.
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/// </summary>
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internal int Handle { get; set; } = -1;
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public int Width { get; set; }
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public int Height { get; set; }
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public int Mipmaps { get; set; } = 1;
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public TextureFormat Format { get; set; } = TextureFormat.UncompressedR8G8B8A8;
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public Texture2d(string path, byte[] buffer) : base(path, buffer)
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{
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}
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public static Texture2d Empty => new Texture2d(string.Empty, new byte[] { });
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}
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public enum TextureFormat
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{
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UncompressedGrayscale = 1,
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UncompressedGrayAlpha,
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UncompressedR5G6B5,
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UncompressedR8G8B8,
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UncompressedR5G5B5A1,
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UncompressedR4G4B4A4,
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UncompressedR8G8B8A8,
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UncompressedR32,
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UncompressedR32G32B32,
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UncompressedR32G32B32A32,
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CompressedDXT1Rgb,
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CompressedDXT1Rgba,
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CompressedDXT3Rgba,
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CompressedDXT5Rgba,
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CompressedETC1Rgb,
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CompressedETC2Rgb,
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CompressedETC2EACRgba,
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CompressedPVRTRgb,
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CompressedPVRTRgba,
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CompressedASTC4x4Rgba,
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CompressedASTC8x8Rgba
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}
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}
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@@ -5,10 +5,10 @@ namespace DaggerFramework.SceneGraph
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{
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public class Entity
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{
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public EntityLayer Layer { get; set; }
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public InputHandler Input => Layer.Scene.Input;
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public AudioBackend Audio => Layer.Scene.Audio;
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public Renderer Renderer => Layer.Scene.Renderer;
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public EntityLayer? Layer { get; set; }
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public InputHandler Input => Layer!.Scene.Input;
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public AudioBackend Audio => Layer!.Scene.Audio;
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public Renderer Renderer => Layer!.Scene.Renderer;
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public int Id { get; set; }
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public void Start() => OnStart();
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@@ -8,19 +8,28 @@ namespace DaggerFramework.SceneGraph
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public class Particles2d : Drawable2d
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{
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public int MaxParticles => _maxParticles;
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public ParticleSettings Settings => _settings;
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public void BeginEmit(ParticleSettings settings)
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public Particles2d(ParticleSettings settings)
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{
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_settings = settings;
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_maxParticles = _settings.MaxParticles;
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_particleIndex = _maxParticles - 1;
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InitializeParticles();
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_particles = new Particle[_maxParticles];
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}
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public void Restart()
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{
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CleanupParticles();
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InitializeParticles();
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// Allocate a new particle array if max particles property got changed.
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if (_maxParticles != _settings.MaxParticles)
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{
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_particles = new Particle[_maxParticles];
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}
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}
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public override void OnDraw(Renderer renderer)
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{
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foreach (var particle in _particles)
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@@ -72,11 +81,6 @@ namespace DaggerFramework.SceneGraph
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}
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}
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private void InitializeParticles()
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{
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_particles = new Particle[_maxParticles];
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}
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private void Emit()
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{
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Particle particle = _particles[_particleIndex];
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@@ -6,20 +6,18 @@ namespace DaggerFramework.SceneGraph
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{
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public class Sprite2d : Drawable2d
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{
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public Texture2d Texture { get => _texture; set => _texture = value; }
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public Texture2d Texture { get => _texture ?? Texture2d.Empty; set => _texture = value; }
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protected override void OnStart()
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{
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var renderer = Layer.Scene.Renderer;
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_texId = renderer.LoadTexture(_texture);
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}
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public override void OnDraw(Renderer renderer)
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{
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renderer.DrawTexture(_texId, Color.White);
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renderer.DrawTexture(_texture!, Color.White);
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}
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private Texture2d _texture;
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private int _texId;
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private Texture2d? _texture;
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}
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}
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@@ -5,9 +5,9 @@ namespace DaggerFramework.SceneGraph
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{
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public abstract class Layer : IDrawable
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{
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public Scene Scene { get; set; }
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public InputHandler Input { get; set; }
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public ResourceManager ResourceManager => Scene.ResourceManager;
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public Scene? Scene { get; set; }
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public InputHandler? Input { get; set; }
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public ResourceManager ResourceManager => Scene!.ResourceManager;
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public void BeginDraw(Renderer renderer) => OnBeginDraw(renderer);
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public void Draw(Renderer renderer) => OnDraw(renderer);
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@@ -9,8 +9,8 @@ namespace DaggerFramework.SceneGraph
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public class Scene : IMainLoop
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{
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public Renderer Renderer { get => _renderer; set => _renderer = value; }
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public InputHandler Input { get => _input; set => _input = value; }
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public AudioBackend Audio => _audioBackend;
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public InputHandler? Input { get => _input; set => _input = value; }
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public AudioBackend? Audio => _audioBackend;
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public ResourceManager ResourceManager => _resourceManager;
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public double DeltaTime => _renderer.FrameTime;
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@@ -26,17 +26,22 @@ namespace DaggerFramework.SceneGraph
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_layers = new Dictionary<string, Layer>();
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}
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public Scene(Renderer renderer)
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public Scene(Renderer renderer, ResourceManager resourceManager)
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{
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_renderer = renderer;
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_resourceManager = resourceManager;
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}
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public void Init() => SetupRenderer();
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public void Start()
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{
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foreach (var layer in _layers.Values)
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{
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if (_input is not null)
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{
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layer.Input = _input;
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}
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layer.Start();
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}
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}
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@@ -48,7 +53,7 @@ namespace DaggerFramework.SceneGraph
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layer.Value.Update(DeltaTime);
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}
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Audio.Update();
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Audio?.Update();
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}
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public void AddLayer(string name, Layer layer)
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@@ -84,10 +89,10 @@ namespace DaggerFramework.SceneGraph
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Renderer.Initialize(new RendererSettings { Msaa = Msaa.Msaa4x, UseVSync = true });
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}
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private Dictionary<string, Layer> _layers;
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private Dictionary<string, Layer> _layers = new();
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private Renderer _renderer;
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private AudioBackend _audioBackend;
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private InputHandler _input;
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private AudioBackend? _audioBackend;
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private InputHandler? _input;
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private ResourceManager _resourceManager;
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}
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}
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