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https://github.com/MaddyThorson/StrawberryBF.git
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Simplifying PlatformLayer a bit. Setting up texture loading
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@ -1,11 +1,88 @@
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using System.Collections;
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namespace Strawberry
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{
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public abstract class Batcher
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public class Batcher
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{
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public abstract void Draw();
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private List<Vertex> vertices = new .() ~ delete _;
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private List<uint32> indices = new .() ~ delete _;
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protected abstract void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d);
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protected abstract void PushTri(Vertex a, Vertex b, Vertex c);
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private uint32 vaoID;
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private uint32 vertexBufferID;
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private uint32 indexBufferID;
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public this()
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{
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GL.glGenVertexArrays(1, &vaoID);
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GL.glBindVertexArray(vaoID);
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GL.glGenBuffers(1, &vertexBufferID);
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GL.glGenBuffers(1, &indexBufferID);
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GL.glBindVertexArray(0);
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}
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public ~this()
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{
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GL.glDeleteBuffers(1, &vertexBufferID);
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GL.glDeleteBuffers(1, &indexBufferID);
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GL.glDeleteVertexArrays(1, &vaoID);
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}
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public void Draw()
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{
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GL.glDisable(GL.GL_CULL_FACE);
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GL.glBindVertexArray(vaoID);
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GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertexBufferID);
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GL.glEnableVertexAttribArray(0);
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GL.glVertexAttribPointer(0, 2, GL.GL_FLOAT, GL.GL_FALSE, sizeof(Vertex), (void*)0);
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GL.glEnableVertexAttribArray(1);
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GL.glVertexAttribPointer(1, 2, GL.GL_FLOAT, GL.GL_FALSE, sizeof(Vertex), (void*)8);
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GL.glEnableVertexAttribArray(2);
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GL.glVertexAttribPointer(2, 4, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (void*)16);
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GL.glEnableVertexAttribArray(3);
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GL.glVertexAttribPointer(3, 3, GL.GL_UNSIGNED_BYTE, GL.GL_TRUE, sizeof(Vertex), (void*)20);
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GL.glBufferData(GL.GL_ARRAY_BUFFER, vertices.Count * sizeof(Vertex), vertices.Ptr, GL.GL_DYNAMIC_DRAW);
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GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, indexBufferID);
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GL.glBufferData(GL.GL_ELEMENT_ARRAY_BUFFER, indices.Count * sizeof(uint32), indices.Ptr, GL.GL_DYNAMIC_DRAW);
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GL.glDrawElements(GL.GL_TRIANGLES, indices.Count, GL.GL_UNSIGNED_INT, (void*)0);
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GL.glBindVertexArray(0);
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vertices.Clear();
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indices.Clear();
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}
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protected void PushQuad(Vertex a, Vertex b, Vertex c, Vertex d)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(a);
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vertices.Add(b);
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vertices.Add(c);
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vertices.Add(d);
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indices.Add(count + 0);
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indices.Add(count + 1);
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indices.Add(count + 2);
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indices.Add(count + 0);
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indices.Add(count + 2);
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indices.Add(count + 3);
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}
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protected void PushTri(Vertex a, Vertex b, Vertex c)
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{
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uint32 count = (uint32)vertices.Count;
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vertices.Add(a);
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vertices.Add(b);
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vertices.Add(c);
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indices.Add(count + 0);
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indices.Add(count + 1);
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indices.Add(count + 2);
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}
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public void Rect(float x, float y, float w, float h, Color color)
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{
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