Add project files.
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206
hexworld/Program.cs
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206
hexworld/Program.cs
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using System;
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using System.IO;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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namespace hexworld
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{
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internal class Game : GameWindow
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{
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#region Constructors
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public Game()
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: this(1920, 1080)
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{
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}
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public Game(int width, int height)
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: base(width, height)
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{
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Width = width;
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Height = height;
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X = (DisplayDevice.Default.Width - Width) / 2;
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Y = (DisplayDevice.Default.Height - Height) / 2;
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}
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#endregion
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#region Shaders
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private int _pgmId;
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private int _vsId;
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private int _fsId;
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#region Handles
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#endregion
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private void LoadShader(string filename, ShaderType type, int program, out int address)
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{
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address = GL.CreateShader(type);
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using (var sr = new StreamReader(filename))
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{
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GL.ShaderSource(address, sr.ReadToEnd());
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}
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GL.CompileShader(address);
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GL.AttachShader(program, address);
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Console.WriteLine(GL.GetShaderInfoLog(address));
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}
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#endregion
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#region Buffers
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private int _vboPosition;
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private int _cubeVbo;
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private int _ibo;
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#endregion
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#region Data
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private float[] _vertdata;
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private Cube[] _cubes;
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private int[] _indices;
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private Matrix4 _view;
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private Matrix4 _projection;
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#endregion
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private void InitProgram()
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{
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_pgmId = GL.CreateProgram();
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LoadShader("vs.glsl", ShaderType.VertexShader, _pgmId, out _vsId);
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LoadShader("fs.glsl", ShaderType.FragmentShader, _pgmId, out _fsId);
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GL.LinkProgram(_pgmId);
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Console.WriteLine(GL.GetProgramInfoLog(_pgmId));
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GL.GenBuffers(1, out _vboPosition);
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GL.BindBuffer(BufferTarget.ArrayBuffer, _vboPosition);
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_vertdata.Length * sizeof(float)), _vertdata,
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BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(0);
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GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, 0);
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GL.GenBuffers(1, out _cubeVbo);
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GL.BindBuffer(BufferTarget.ArrayBuffer, _cubeVbo);
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GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr) (_cubes.Length * sizeof(float) * 6), _cubes,
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BufferUsageHint.StaticDraw);
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GL.EnableVertexAttribArray(1);
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GL.VertexAttribPointer(1, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 0);
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GL.VertexAttribDivisor(1, 1);
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GL.EnableVertexAttribArray(2);
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GL.VertexAttribPointer(2, 3, VertexAttribPointerType.Float, false, 6 * sizeof(float), 3 * sizeof(float));
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GL.VertexAttribDivisor(2, 1);
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GL.GenBuffers(1, out _ibo);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _ibo);
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GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr) (_indices.Length * sizeof(int)), _indices,
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BufferUsageHint.StaticDraw);
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}
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protected override void OnLoad(EventArgs e)
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{
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base.OnLoad(e);
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_vertdata = new[]
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{
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-.5f, -.5f, -.5f,
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-.5f, -.5f, .5f,
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-.5f, .5f, -.5f,
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-.5f, .5f, .5f,
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.5f, -.5f, -.5f,
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.5f, -.5f, .5f,
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.5f, .5f, -.5f,
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.5f, .5f, .5f,
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};
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_indices = new[]
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{
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0, 1, 2, 1, 2, 3,
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4, 5, 6, 5, 6, 7,
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0, 1, 4, 1, 4, 5,
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2, 3, 6, 3, 6, 7,
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0, 2, 4, 2, 4, 6,
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1, 3, 5, 3, 5, 7
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};
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_cubes = new[]
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{
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new Cube(new Vector3(2, 2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
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new Cube(new Vector3(2, 1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(2, 0, 0), new Vector3(0.1f, 0.9f, 0.1f)),
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new Cube(new Vector3(2, -1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(2, -2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
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new Cube(new Vector3(1, 2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(1, -2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(0, 2, 0), new Vector3(0.1f, 0.1f, 0.9f)),
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new Cube(new Vector3(0, -2, 0), new Vector3(0.1f, 0.1f, 0.9f)),
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new Cube(new Vector3(-1, 2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(-1, -2, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(-2, 2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
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new Cube(new Vector3(-2, 1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(-2, 0, 0), new Vector3(0.1f, 0.9f, 0.1f)),
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new Cube(new Vector3(-2, -1, 0), new Vector3(0.1f, 0.1f, 0.1f)),
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new Cube(new Vector3(-2, -2, 0), new Vector3(0.9f, 0.1f, 0.1f)),
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};
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InitProgram();
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_view = _projection = Matrix4.Identity;
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}
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protected override void OnRenderFrame(FrameEventArgs e)
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{
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base.OnRenderFrame(e);
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GL.Viewport(ClientRectangle);
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GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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GL.Enable(EnableCap.DepthTest);
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GL.DrawElementsInstanced(PrimitiveType.Triangles, _indices.Length, DrawElementsType.UnsignedInt, IntPtr.Zero,
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_cubes.Length);
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GL.Flush();
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SwapBuffers();
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}
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protected override void OnUpdateFrame(FrameEventArgs e)
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{
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base.OnUpdateFrame(e);
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_view = Matrix4.LookAt(Vector3.Zero, -Vector3.One, Vector3.UnitZ);
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GL.UniformMatrix4(0, false, ref _view);
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GL.UniformMatrix4(1, false, ref _projection);
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GL.UseProgram(_pgmId);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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}
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protected override void OnResize(EventArgs e)
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{
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base.OnResize(e);
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float size = 100;
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_projection = Matrix4.CreateOrthographic(Width / size, Height / size, -50, 50);
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}
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public static void Main(string[] args)
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{
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Game gw;
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using (gw = new Game())
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{
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gw.Run();
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}
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}
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}
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}
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