Add real 3D rendering pipeline (camera, view/projection, QuadRenderer)
Replaces M2's single hardcoded NDC-space triangle with a real perspective pipeline: ICameraService/CameraService (fixed camera at (0,3,6) looking at the origin), a QuadRenderer marker component, and a Draw() that iterates world.Query<QuadRenderer>() to draw every such GameObject at its own WorldMatrix. Needed as the foundation for M3's gizmos, which have to map a screen-space drag onto a real 3D axis — a 2D quad and no camera can't support that. Two real bugs found and fixed empirically, not designed in from the start: - SystemAccessScope correctly threw on Draw() querying QuadRenderer without declaring Reads<QuadRenderer>() on its Schedule.Add registration — the safety net catching a real omission, exactly as designed. - UniformMatrix4 needed transpose:true, not false. System.Numerics.Matrix4x4 is row-major in memory; glUniformMatrix4fv with transpose=GL_FALSE reads that layout as column-major instead. With transpose=false the quad simply didn't render — no error, no crash, just a blank screen. Confirmed via a correctly perspective-foreshortened, texture-mapped quad after the fix. Also adds samples/WindowDemo/scene.json (a single Quad GameObject with a QuadRenderer) so the new pipeline has something real to draw, loaded via the existing --scene flag. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01N1qPfzq8TDCUMFMV3UwV5N
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@@ -0,0 +1,23 @@
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using System.Numerics;
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using Engine.Render.Contracts;
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using Engine.Windowing.Contracts;
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namespace Engine.Render;
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internal sealed class CameraService(IEngineWindow window) : ICameraService
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{
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public Vector3 Position { get; set; } = new(0f, 3f, 6f);
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public Vector3 Target { get; set; } = Vector3.Zero;
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public Matrix4x4 View => Matrix4x4.CreateLookAt(Position, Target, Vector3.UnitY);
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public Matrix4x4 Projection
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{
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get
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{
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var size = window.Native.FramebufferSize;
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var aspect = size.Y == 0 ? 1f : (float)size.X / size.Y;
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return Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, aspect, 0.1f, 100f);
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}
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}
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}
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@@ -1,3 +1,4 @@
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using System.Numerics;
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using Engine.Assets.Contracts;
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using Engine.Kernel.Diagnostics;
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using Engine.Kernel.Plugins;
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@@ -10,15 +11,26 @@ using Silk.NET.OpenGL;
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namespace Engine.Render;
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/// <summary>
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/// M2's render pipeline: a textured quad, drawn every Render stage. See M2
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/// in docs/kernel-contract.md §8.
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/// M3's render pipeline: a real perspective camera, drawing every
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/// GameObject with a QuadRenderer at its own WorldMatrix — upgraded from
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/// M2's single hardcoded NDC-space quad specifically because gizmos need
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/// real 3D geometry and a real camera to mean anything (a handle dragged
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/// in screen space has to map onto an actual 3D axis). See M3 in
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/// docs/kernel-contract.md §8.
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///
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/// This is the actual "done when": swap TexturePath's file on disk and the
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/// quad's texture changes with no app restart — engine.assets watches the
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/// file and publishes TextureReloaded; this plugin subscribes and
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/// re-uploads to the same GL texture handle. Verified by hand against a
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/// real window and a live GL context, via IScreenCapture — no external
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/// image library; see the note on PngWriter for why.
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/// GameObject.WorldMatrix and this plugin's own matrices are both
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/// System.Numerics.Matrix4x4, which is row-vector (v' = v * M, and
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/// composition reads left to right — see WorldMatrix's own doc comment).
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/// The shaders below use the same convention deliberately
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/// (`vec4(aPosition, 1.0) * uModel * uView * uProjection`), not GLSL's
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/// more common column-vector order. That's also why SetMatrix uploads
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/// with `transpose: true` — System.Numerics stores a matrix's first row
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/// as its first four floats, but glUniformMatrix4fv with transpose=false
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/// reads that same layout as the first *column* instead; asking GL to
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/// transpose is what makes the bytes mean what C# already computed them
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/// to mean. Confirmed empirically, not just reasoned through: with
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/// transpose=false the quad rendered as a blank screen — no error, no
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/// crash, just wrong — and flipping the one flag was the entire fix.
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///
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/// engine.windowing alone produces a window that never becomes visible on
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/// Wayland — unlike X11, a Wayland surface with no committed buffer simply
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@@ -36,19 +48,23 @@ namespace Engine.Render;
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public sealed class RenderPlugin : IPlugin
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{
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// There's no material/asset-reference component yet (that's real
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// content-authoring work, M3+ territory) — hardcoded the same way
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// content-authoring work, M4+ territory) — hardcoded the same way
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// TriangleColor was hardcoded before textures existed at all.
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private const string TexturePath = "assets/texture.png";
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private const string VertexShaderSource = """
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#version 330 core
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layout (location = 0) in vec2 aPosition;
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layout (location = 0) in vec3 aPosition;
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layout (location = 1) in vec2 aUv;
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out vec2 vUv;
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uniform mat4 uModel;
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uniform mat4 uView;
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uniform mat4 uProjection;
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void main()
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{
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gl_Position = vec4(aPosition, 0.0, 1.0);
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gl_Position = vec4(aPosition, 1.0) * uModel * uView * uProjection;
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vUv = aUv;
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}
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""";
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@@ -65,24 +81,30 @@ public sealed class RenderPlugin : IPlugin
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}
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""";
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// Unit quad (1x1 world units before Transform.LocalScale), centered
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// at its own origin, in the XY plane facing +Z.
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private static readonly float[] Vertices =
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[
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// position uv
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-0.6f, 0.6f, 0f, 1f,
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-0.6f, -0.6f, 0f, 0f,
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0.6f, -0.6f, 1f, 0f,
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// position uv
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-0.5f, 0.5f, 0f, 0f, 1f,
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-0.5f, -0.5f, 0f, 0f, 0f,
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0.5f, -0.5f, 0f, 1f, 0f,
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-0.6f, 0.6f, 0f, 1f,
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0.6f, -0.6f, 1f, 0f,
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0.6f, 0.6f, 1f, 1f,
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-0.5f, 0.5f, 0f, 0f, 1f,
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0.5f, -0.5f, 0f, 1f, 0f,
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0.5f, 0.5f, 0f, 1f, 1f,
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];
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private GL? _gl;
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private IEngineWindow? _window;
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private CameraService? _camera;
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private uint _vao;
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private uint _vbo;
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private uint _program;
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private uint _texture;
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private int _modelLocation;
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private int _viewLocation;
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private int _projectionLocation;
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private Action<TextureReloaded>? _onTextureReloaded;
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private ILogger? _log;
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@@ -100,7 +122,13 @@ public sealed class RenderPlugin : IPlugin
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// failure mode here, not a hypothetical one.
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_window.Native.GLContext.SwapInterval(0);
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_camera = new CameraService(_window);
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ctx.Services.Provide<ICameraService>(_camera);
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_program = LinkProgram(_gl, VertexShaderSource, FragmentShaderSource);
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_modelLocation = _gl.GetUniformLocation(_program, "uModel");
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_viewLocation = _gl.GetUniformLocation(_program, "uView");
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_projectionLocation = _gl.GetUniformLocation(_program, "uProjection");
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_vao = _gl.GenVertexArray();
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_gl.BindVertexArray(_vao);
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@@ -109,13 +137,14 @@ public sealed class RenderPlugin : IPlugin
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_gl.BindBuffer(BufferTargetARB.ArrayBuffer, _vbo);
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_gl.BufferData<float>(BufferTargetARB.ArrayBuffer, Vertices, BufferUsageARB.StaticDraw);
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const uint stride = 4 * sizeof(float);
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_gl.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, stride, (void*)0);
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const uint stride = 5 * sizeof(float);
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_gl.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, stride, (void*)0);
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_gl.EnableVertexAttribArray(0);
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_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(2 * sizeof(float)));
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_gl.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, stride, (void*)(3 * sizeof(float)));
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_gl.EnableVertexAttribArray(1);
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_gl.BindVertexArray(0);
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_gl.Enable(EnableCap.DepthTest);
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var assets = ctx.Services.Require<IAssetService>();
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var initial = assets.LoadTexture(TexturePath);
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@@ -130,8 +159,8 @@ public sealed class RenderPlugin : IPlugin
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ctx.Events.Subscribe(_onTextureReloaded);
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ctx.Services.Provide<IScreenCapture>(new GlScreenCapture(_gl, _window));
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ctx.Schedule.Add(Stage.Render, Draw);
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ctx.Log.Info("GL context created, textured quad ready");
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ctx.Schedule.Add(Stage.Render, Draw).Reads<QuadRenderer>();
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ctx.Log.Info("GL context created, 3D quad pipeline ready");
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}
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public void Shutdown(IPluginContext ctx)
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@@ -139,6 +168,7 @@ public sealed class RenderPlugin : IPlugin
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ctx.Schedule.RemoveAllFrom("engine.render");
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ctx.Events.RemoveAllFrom("engine.render");
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ctx.Services.Revoke<IScreenCapture>();
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ctx.Services.Revoke<ICameraService>();
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if (_gl is not null)
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{
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@@ -151,6 +181,7 @@ public sealed class RenderPlugin : IPlugin
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_gl = null;
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_window = null;
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_camera = null;
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_onTextureReloaded = null;
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_log = null;
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}
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@@ -185,20 +216,33 @@ public sealed class RenderPlugin : IPlugin
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_log?.Warn($"GL error after texture upload: {error}");
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}
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private void Draw(IWorld world)
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private unsafe void Draw(IWorld world)
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{
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_gl!.ClearColor(0.05f, 0.05f, 0.08f, 1f);
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_gl.Clear(ClearBufferMask.ColorBufferBit);
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_gl.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
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_gl.UseProgram(_program);
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_gl.ActiveTexture(TextureUnit.Texture0);
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_gl.BindTexture(TextureTarget.Texture2D, _texture);
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_gl.BindVertexArray(_vao);
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_gl.DrawArrays(PrimitiveType.Triangles, 0, 6);
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var view = _camera!.View;
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var projection = _camera.Projection;
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SetMatrix(_viewLocation, view);
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SetMatrix(_projectionLocation, projection);
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foreach (var go in world.Query<QuadRenderer>())
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{
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SetMatrix(_modelLocation, go.WorldMatrix);
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_gl.DrawArrays(PrimitiveType.Triangles, 0, 6);
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}
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_window!.Native.GLContext!.SwapBuffers();
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}
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private unsafe void SetMatrix(int location, Matrix4x4 matrix) =>
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_gl!.UniformMatrix4(location, 1, true, (float*)&matrix);
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private static uint LinkProgram(GL gl, string vertexSource, string fragmentSource)
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{
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var vertex = CompileShader(gl, ShaderType.VertexShader, vertexSource);
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