[update] Moved codes to initialize LobbyWorld.
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@ -20,6 +20,19 @@ class LobbyWorld {
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this(ProgramSet programs) {
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background_ = new Background(programs.Get!BackgroundProgram);
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cube_program_ = programs.Get!CubeProgram;
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view.pos = vec3(0, -0.15, -1);
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view.target = vec3(0, -0.15, 0);
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view.up = vec3(0, 1, 0);
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background.inner_color = vec4(0, 0, 0, 0);
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background.outer_color = vec4(0, 0, 0, 0);
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cube_material.diffuse_color = vec3(0.1, 0.1, 0.1);
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cube_material.light_color = vec3(1, 0.8, 0.8);
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cube_material.light_power = vec3(100, 100, 100);
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cube_material.ambient_color = vec3(0.2, 0.2, 0.2);
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cube_material.specular_color = vec3(0.5, 0.2, 0.2);
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}
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///
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@ -43,7 +56,7 @@ class LobbyWorld {
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///
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ViewMatrixFactory view;
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///
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vec3 light_pos = vec3(0, 10, 0);
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vec3 light_pos = vec3(0, 9, -1);
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///
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CubeProgram.Material cube_material;
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///
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@ -39,22 +39,6 @@ class TitleScene : SceneInterface {
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this(LobbyWorld lobby, ProgramSet program) {
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lobby_ = lobby;
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title_ = program.Get!TitleTextProgram;
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lobby_.view.pos = vec3(0, -0.15, -1);
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lobby_.view.target = vec3(0, -0.15, 0);
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lobby_.view.up = vec3(0, 1, 0);
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lobby_.background.inner_color = BgInnerColor;
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lobby_.background.outer_color = BgOuterColor;
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lobby_.light_pos = vec3(0, 9, -1);
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lobby_.cube_material.diffuse_color = vec3(0.1, 0.1, 0.1);
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lobby_.cube_material.light_color = vec3(1, 0.8, 0.8);
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lobby_.cube_material.light_power = vec3(100, 100, 100);
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lobby_.cube_material.ambient_color = vec3(0.2, 0.2, 0.2);
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lobby_.cube_material.specular_color = vec3(0.5, 0.2, 0.2);
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lobby_.cube_interval = CubeInterval;
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}
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///
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