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namespace OpenGLTutorial.Rendering.Objects.Components {
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public interface IComponent {
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public void Load(GameObject thisObject);
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public void Update(GameObject thisObject);
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public void Destroy(GameObject thisObject);
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public void Render(GameObject thisObject);
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}
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}
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173
C#/OpenGLTutorial/Rendering/Objects/Components/TextComponent.cs
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173
C#/OpenGLTutorial/Rendering/Objects/Components/TextComponent.cs
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#pragma warning disable CA1416
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Drawing.Imaging;
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using System.Drawing.Text;
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using System.IO;
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using System.Numerics;
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using System.Text;
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using System.Text.Json;
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using OpenGLTutorial.Rendering.Display;
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using static OpenGL.GL;
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namespace OpenGLTutorial.Rendering.Objects.Components {
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[Serializable]
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public class TextSettings {
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public int GlyphsPerLine { get; set; } = 16;
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public int GlyphLineCount { get; set; } = 16;
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public int GlyphWidth { get; set; } = 30;
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public int GlyphHeight { get; set; } = 48;
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public float CharXSpacing { get; set; } = 0.0f;
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// Used to offset rendering glyphs to bitmap
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public int AtlasOffsetX { get; set; } = -3;
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public int AtlasOffsetY { get; set; } = -1;
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public int FontSize { get; set; } = 35;
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public bool BitmapFont { get; set; } = false;
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public float TexCoordOffset { get; set; } = 0.005f;
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public void Save(string file) {
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string json = JsonSerializer.Serialize(this, new JsonSerializerOptions {WriteIndented = true});
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File.WriteAllText(file, json, Encoding.UTF8);
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}
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public static TextSettings Load(string file) {
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string text = File.ReadAllText(file, Encoding.UTF8);
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return JsonSerializer.Deserialize<TextSettings>(text);
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}
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}
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public class TextComponent : IComponent {
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public static TextSettings CompileFont(string fontNameOrUrl, string output, TextSettings settings = null) {
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if (settings is null)
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settings = new TextSettings();
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int bitmapWidth = settings.GlyphsPerLine * settings.GlyphWidth;
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int bitmapHeight = settings.GlyphLineCount * settings.GlyphHeight;
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using Bitmap texture = new Bitmap(bitmapWidth, bitmapHeight, PixelFormat.Format32bppArgb);
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Font font;
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if (File.Exists(fontNameOrUrl))
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{
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var collection = new PrivateFontCollection();
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collection.AddFontFile(fontNameOrUrl);
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var fontFamily = new FontFamily(Path.GetFileNameWithoutExtension(fontNameOrUrl), collection);
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font = new Font(fontFamily, settings.FontSize);
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}
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else {
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font = new Font(new FontFamily(fontNameOrUrl), settings.FontSize);
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}
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using (var g = Graphics.FromImage(texture)) {
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if (settings.BitmapFont) {
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g.SmoothingMode = SmoothingMode.None;
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g.TextRenderingHint = TextRenderingHint.SingleBitPerPixel;
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}
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else {
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g.SmoothingMode = SmoothingMode.HighQuality;
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g.TextRenderingHint = TextRenderingHint.AntiAliasGridFit;
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}
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for (int p = 0; p < settings.GlyphLineCount; p++) {
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for (int n = 0; n < settings.GlyphsPerLine; n++) {
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char c = (char)(n + p * settings.GlyphsPerLine);
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g.DrawString(c.ToString(), font, Brushes.White,
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n * settings.GlyphWidth + settings.AtlasOffsetX,
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p * settings.GlyphHeight + settings.AtlasOffsetY);
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}
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}
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}
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texture.Save(output);
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return settings;
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}
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public string Text { get; set; }
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public Vector2 Size { get; private set; }
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public Color TextColor { get; set; } = Color.White;
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private Shape Shape { get; set; }
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private Texture Texture { get; set; }
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private TextSettings Settings { get; set; }
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private string CurrentText { get; set; }
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public TextComponent(string fontImage, string text, TextSettings settings = null, int renderingMode = GL_STATIC_DRAW) {
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Texture = new Texture(fontImage);
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Shape = new Shape(Shapes.Rectangle, renderingMode);
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Settings = settings is not null ? settings : new TextSettings();
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}
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public void Load(GameObject thisObject) {
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Texture.Load();
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Shape.Load();
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}
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public void Update(GameObject thisObject) {
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if (CurrentText == Text) return;
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CurrentText = Text;
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List<float> vertices = new List<float>();
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float x = 0;
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float y = 0;
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float uW = Settings.GlyphWidth / (float)Texture.Width;
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float vH = Settings.GlyphHeight / (float)Texture.Height;
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float w = Settings.GlyphWidth / (float)Settings.GlyphHeight;
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const float h = 1.0f;
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for (int n = 0; n < Text.Length; n++) {
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char idx = Text[n];
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if (idx == '\n') {
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y += 1;
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x = 0;
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continue;
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}
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if (idx == '\t') {
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x += (w + Settings.CharXSpacing) * 4;
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continue;
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}
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float u = (idx % Settings.GlyphsPerLine) * uW + Settings.TexCoordOffset;
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float v = (idx / Settings.GlyphsPerLine) * vH + Settings.TexCoordOffset;
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vertices.AddRange(new[] {
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x, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v + vH,
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x + w, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v + vH,
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x, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v,
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x + w, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v,
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x + w, y + h, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u + uW, v + vH,
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x, y, TextColor.R, TextColor.G, TextColor.B, TextColor.A, u, v
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});
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x += w + Settings.CharXSpacing;
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}
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Shape.SetVertices(vertices.ToArray());
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Size = new Vector2(x, y);
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}
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public void Destroy(GameObject thisObject) {
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Shape.Delete();
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Texture.Delete();
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}
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public void Render(GameObject thisObject) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Texture.Use();
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glBindVertexArray(Shape.Vao);
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glDrawArrays(GL_TRIANGLES, 0, Shape.GetVertexCount());
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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}
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93
C#/OpenGLTutorial/Rendering/Objects/GameObject.cs
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93
C#/OpenGLTutorial/Rendering/Objects/GameObject.cs
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@@ -0,0 +1,93 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using static OpenGL.GL;
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using OpenGLTutorial.Rendering.Cameras;
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using OpenGLTutorial.Rendering.Display;
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using OpenGLTutorial.Rendering.Objects.Components;
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using OpenGLTutorial.Rendering.Shaders;
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namespace OpenGLTutorial.Rendering.Objects {
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public class GameObject {
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public Shader Shader { get; set; }
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public Shape Shape { get; set; }
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public Texture Texture { get; set; }
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public Vector2 Position { get; set; }
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public Vector2 Scale { get; set; }
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public float Rotation { get; set; }
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private List<IComponent> _components;
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public GameObject(Shader shader, Shape shape, Texture texture) {
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Position = Vector2.Zero;
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Scale = Vector2.One;
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Rotation = 0;
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Shader = shader;
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Shape = shape;
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Texture = texture;
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_components = new List<IComponent>();
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}
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public void Load() {
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Shader?.Load();
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Shape?.Load();
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Texture?.Load();
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_components.ForEach(component => component.Load(this));
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}
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public void Update() {
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_components.ForEach(component => component.Update(this));
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}
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public void Render(Camera2D cam, int renderMode = GL_TRIANGLES) {
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Matrix4x4 trans = Matrix4x4.CreateTranslation(Position.X, -Position.Y, 0);
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Matrix4x4 sca = Matrix4x4.CreateScale(Scale.X, Scale.Y, 1);
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Matrix4x4 rot = Matrix4x4.CreateRotationZ(Rotation);
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Texture?.Use();
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Shader?.Use();
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Shader?.SetMatrix4X4("model", sca * rot * trans);
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Shader?.SetMatrix4X4("projection", cam.GetProjectionMatrix());
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if (Shape?.Vao != null) {
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glBindVertexArray(Shape.Vao);
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glDrawArrays(renderMode, 0, Shape.GetVertexCount());
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glBindVertexArray(0);
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}
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_components.ForEach(component => component.Render(this));
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}
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public void Destroy() {
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_components.ForEach(component => component.Destroy(this));
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Shader?.Delete();
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Shape?.Delete();
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Texture?.Delete();
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}
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public void AddComponent(IComponent component) => _components.Add(component);
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public T GetComponent<T>() {
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foreach (var component in _components) {
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if (component.GetType() == typeof(T)) return (T)component;
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}
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throw new NullReferenceException("Object does not contain a component of type " + typeof(T));
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}
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public void RemoveComponent<T>() {
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foreach (var component in _components) {
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if (component.GetType() == typeof(T)) {
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_components.Remove(component);
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return;
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}
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}
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throw new NullReferenceException("Object does not contain a component of type " + typeof(T));
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}
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}
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}
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