Lots of progress on rendering textures.
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using System;
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using System.Drawing;
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using System.Numerics;
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using SlatedGameToolkit.Framework.Exceptions;
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using SlatedGameToolkit.Framework.Graphics.Programs;
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using SlatedGameToolkit.Framework.Graphics.Render;
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using SlatedGameToolkit.Framework.Graphics.Shaders;
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using SlatedGameToolkit.Framework.Graphics.Textures;
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using SlatedGameToolkit.Framework.Graphics.Window;
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using SlatedGameToolkit.Framework.Loader;
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using SlatedGameToolkit.Framework.StateSystem;
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using SlatedGameToolkit.Framework.StateSystem.States;
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namespace SlatedGameToolkit.Tools.Utilities.Playground
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{
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public class MainState : IState
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{
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private WindowContext window;
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private GLShaderProgram program;
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private Camera2D camera;
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private Renderer renderer;
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private Texture texture;
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private Sprite2D sprite;
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public WindowContext CurrentWindow { get { return window;}}
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public bool Activate()
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{
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return true;
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}
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public bool Deactivate()
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{
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return true;
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}
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public void Deinitialize()
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{
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window.Dispose();
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program.Dispose();
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texture.Dispose();
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renderer.Dispose();
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}
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public string getName()
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{
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return "main state";
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}
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public void Initialize(StateManager manager)
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{
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window = new WindowContext("SlatedGameToolkit Playground");
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camera = new Camera2D();
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camera.Width = window.WindowBoundaries.Width;
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camera.Height = window.WindowBoundaries.Height;
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camera.Position = new Vector2(camera.Width / 2, camera.Height / 2);
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program = new GLShaderProgram(new NormalVertexShader(), new NormalFragmentShader());
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renderer = new Renderer(camera, program);
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texture = new TextureLoader("Resources/Playground/yhdnbgnc.png").Load();
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sprite = new Sprite2D(texture, Color.White);
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}
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public void Render(double delta)
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{
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OpenGLErrorException.CheckGLErrorStatus();
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renderer.Queue(sprite, Matrix4x4.Identity);
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renderer.Render();
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}
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public void Update(double delta)
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{
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}
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}
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}
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