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@@ -0,0 +1,149 @@
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+using System.Linq.Expressions;
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+using AtomicEngine;
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+
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+public class Program
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+{
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+ public static void Main(string[] args)
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+ {
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+ Application.Run<HelloQuad>(args);
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+ }
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+}
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+
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+public class HelloQuad : AppDelegate
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+{
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+ // Scene reference kept here so it won't be collected by the GC
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+ Scene scene;
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+ Camera camera;
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+ Graphics graphics;
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+ Viewport viewport;
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+
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+ Texture2D texture;
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+ VertexBuffer vertexBuffer;
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+
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+ public override void Start()
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+ {
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+ Renderer renderer = AtomicNET.GetSubsystem<Renderer>();
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+ graphics = AtomicNET.GetSubsystem<Graphics>();
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+ viewport = renderer.GetViewport(0);
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+
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+ scene = new Scene();
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+ scene.CreateComponent<Octree>();
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+ viewport.Scene = scene;
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+
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+ camera = scene.CreateChild("Camera").CreateComponent<Camera>();
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+ camera.Node.Position = new Vector3(0.5f, 0.5f, 0.0f);
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+ camera.Orthographic = true;
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+ camera.OrthoSize = 1.5f;
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+ viewport.Camera = camera;
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+
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+ // We create a XML from string so this code is fully self-contained
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+ XMLFile xml = new XMLFile();
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+ xml.FromString("<renderpath><command type=\"sendevent\"/></renderpath>");
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+
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+ RenderPath renderpath = new RenderPath();
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+ renderpath.Append(xml);
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+ viewport.SetRenderPath(renderpath);
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+ SubscribeToEvent("RenderPathEvent", (u, e) => { Render(); });
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+
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+ ShaderVariation pixelShader = graphics.GetShader(ShaderType.PS, "Basic", "DIFFMAP");
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+ ShaderVariation vertexShader = graphics.GetShader(ShaderType.VS, "Basic", "DIFFMAP");
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+ graphics.SetShaders(vertexShader, pixelShader);
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+ graphics.SetShaderParameter(ShaderParams.VSP_MODEL, Matrix3x4.IDENTITY);
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+ graphics.SetShaderParameter(ShaderParams.PSP_MATDIFFCOLOR, Color.White);
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+ graphics.SetCullMode(CullMode.CULL_NONE);
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+
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+ // We create a texture from literal data so this code is fully self-contained
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+ Image image = new Image();
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+ image.SetSize(16, 16, 3);
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+
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+ Color z = Color.Yellow;
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+ Color M = Color.Blue;
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+ Color k = Color.Black;
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+
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+ Color[,] imageData =
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+ {
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+ { k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k },
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+ { k,z,z,z,z,z,z,z,z,z,z,z,z,z,M,k },
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+ { k,z,z,z,z,z,z,M,M,z,z,z,z,z,z,k },
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+ { k,z,z,z,z,z,z,M,M,z,z,z,z,z,z,k },
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+ { k,z,z,z,z,z,M,z,z,M,z,z,z,z,z,k },
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+ { k,z,z,z,z,z,M,z,z,M,z,z,z,z,z,k },
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+ { k,z,z,z,z,M,z,z,z,z,M,z,z,z,z,k },
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+ { k,z,z,z,z,M,z,z,z,z,M,z,z,z,z,k },
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+ { k,z,z,z,M,z,z,z,z,z,z,M,z,z,z,k },
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+ { k,z,z,z,M,z,z,z,z,z,z,M,z,z,z,k },
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+ { k,z,z,M,M,M,M,M,M,M,M,M,M,z,z,k },
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+ { k,z,z,M,z,z,z,z,z,z,z,z,M,z,z,k },
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+ { k,z,M,z,z,z,z,z,z,z,z,z,z,M,z,k },
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+ { k,z,M,z,z,z,z,z,z,z,z,z,z,M,z,k },
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+ { k,z,z,z,z,z,z,z,z,z,z,z,z,z,z,k },
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+ { k,k,k,k,k,k,k,k,k,k,k,k,k,k,k,k },
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+ };
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+
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+ for (int x = 0; x < 16; x++)
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+ {
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+ for (int y = 0; y < 16; y++)
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+ {
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+ image.SetPixel(x,15-y,imageData[y,x]);
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+ }
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+ }
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+
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+ texture = new Texture2D();
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+ texture.SetData(image);
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+
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+ vertexBuffer = new VertexBuffer();
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+ vertexBuffer.SetSize(6, Constants.MASK_POSITION | Constants.MASK_TEXCOORD1, true);
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+ }
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+
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+ unsafe void Render()
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+ {
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+ System.IntPtr vertexData = vertexBuffer.Lock(0, 6, true);
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+ {
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+ float* vout = (float*)vertexData;
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+
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+
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+ *vout++ = 0;
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+ *vout++ = 1;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 1;
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+
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+ *vout++ = 1;
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+ *vout++ = 1;
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+ *vout++ = 0;
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+ *vout++ = 1;
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+ *vout++ = 1;
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+
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+
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+ *vout++ = 1;
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+ *vout++ = 1;
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+ *vout++ = 0;
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+ *vout++ = 1;
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+ *vout++ = 1;
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+
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+ *vout++ = 1;
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+ *vout++ = 0;
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+ *vout++ = 0;
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+ *vout++ = 1;
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+ *vout++ = 0;
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+
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+ }
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+ vertexBuffer.Unlock();
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+
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+ graphics.Clear(0x1, Color.White);
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+ viewport.View.SetCameraShaderParameters(camera);
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+ graphics.SetTexture((uint)TextureUnit.TU_DIFFUSE, texture);
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+ graphics.SetVertexBuffer(vertexBuffer);
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+ graphics.Draw(PrimitiveType.TRIANGLE_LIST, 0, 6);
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+ }
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+}
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