Create OpenGL context and clear background :)
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@@ -1,30 +1,44 @@
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using System.Drawing;
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using System.Numerics;
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using Silk.NET.GLFW;
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using Silk.NET.Maths;
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using Silk.NET.OpenGL;
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namespace DaggerFramework.Rendering
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{
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public class GlRenderer : Renderer
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{
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public override Vector2 WindowSize => throw new NotImplementedException();
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public override void Initialize(RendererSettings settings)
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{
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}
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public override void BeginFrame()
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{
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throw new NotImplementedException();
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_glfw.PollEvents();
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_gl.Viewport(new Size((int)_windowSize.X, (int)_windowSize.Y));
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}
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public override void EndFrame()
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{
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// throw new NotImplementedException();
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EndFrameUnsafe();
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}
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public override void ClearBackground(Color color)
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{
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throw new NotImplementedException();
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}
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public override void CreateWindow(string title, Vector2 size)
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{
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throw new NotImplementedException();
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_gl.ClearColor(color);
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_gl.Clear((uint)ClearBufferMask.ColorBufferBit);
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}
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public override void CreateWindow(string title, Vector2 size) => CreateWindowUnsafe(title, size);
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public override void CloseWindow()
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{
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throw new NotImplementedException();
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CloseWindowUnsafe();
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_glfw.Terminate();
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}
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public override void DrawCircle(float radius, Color color)
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@@ -47,19 +61,9 @@ namespace DaggerFramework.Rendering
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throw new NotImplementedException();
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}
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public override void EndFrame()
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{
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throw new NotImplementedException();
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}
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public override double GetFrameTime()
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{
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throw new NotImplementedException();
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}
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public override void Initialize(RendererSettings settings)
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{
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throw new NotImplementedException();
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return 0.0;
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}
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public override int LoadTexture(Texture2d texture)
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@@ -74,7 +78,7 @@ namespace DaggerFramework.Rendering
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public override void SetTargetFps(int fps)
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{
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throw new NotImplementedException();
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return;
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}
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public override void SetTransform(Vector2 position, float rotation = 0)
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@@ -89,7 +93,7 @@ namespace DaggerFramework.Rendering
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public override void SetWindowTitle(string title)
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{
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throw new NotImplementedException();
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SetWindowTitleUnsafe(title);
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}
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public override void SetWindowVSync(bool value)
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@@ -97,9 +101,34 @@ namespace DaggerFramework.Rendering
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throw new NotImplementedException();
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}
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public override bool WindowShouldClose()
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public override bool WindowShouldClose() => WindowShouldCloseUnsafe();
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private unsafe void CreateWindowUnsafe(string title, Vector2 size)
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{
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throw new NotImplementedException();
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_glfw = GlfwProvider.GLFW.Value;
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_glfw.Init();
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_glfw.WindowHint(WindowHintInt.ContextVersionMajor, 4);
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_glfw.WindowHint(WindowHintInt.ContextVersionMinor, 6);
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_windowHandle = _glfw.CreateWindow((int)size.X, (int)size.Y, title, null, null);
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_glfw.MakeContextCurrent(_windowHandle);
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_gl = GL.GetApi(_glfw.GetProcAddress);
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_glfw.SwapInterval(1);
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_windowSize = size;
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}
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private unsafe void CloseWindowUnsafe() => _glfw.DestroyWindow(_windowHandle);
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private unsafe bool WindowShouldCloseUnsafe() => _glfw.WindowShouldClose(_windowHandle);
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private unsafe void SetWindowTitleUnsafe(string title) => _glfw.SetWindowTitle(_windowHandle, title);
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private unsafe void EndFrameUnsafe()
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{
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_glfw.SwapBuffers(_windowHandle);
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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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private Vector2 _windowSize;
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}
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}
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@@ -69,7 +69,7 @@ namespace DaggerFramework
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private void SetupRenderer()
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{
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Renderer.CreateWindow("RogueMine", new Vector2(1280, 720));
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Renderer.CreateWindow("Game", new Vector2(1280, 720));
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Renderer.Initialize(new RendererSettings { Msaa = Msaa.Msaa4x, UseVSync = true });
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Renderer.SetTargetFps(60);
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}
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