[add] Added ElementDrawer.
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79bfed8d19
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@ -2,13 +2,11 @@
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module sjplayer.CircleElement;
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import std.algorithm,
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std.conv,
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std.math,
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std.exception;
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std.math;
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import gl4d;
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import sjplayer.ElementDrawerInterface,
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import sjplayer.ElementDrawer,
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sjplayer.ElementInterface;
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///
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@ -80,69 +78,10 @@ class CircleElement : ElementInterface {
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}
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///
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class CircleElementDrawer : ElementDrawerInterface {
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public:
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///
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this(CircleElementProgram program, in CircleElement[] elements)
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in (program)
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in (elements.length > 0) {
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program_ = program;
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elements_ = elements;
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vao_ = VertexArray.Create();
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verts_ = ArrayBuffer.Create();
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instances_ = ArrayBuffer.Create();
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vao_.Bind();
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program_.SetupVertexArray(vao_, verts_, instances_);
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (verts_allocator) {
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const v = [vec2(-1, 1), vec2(1, 1), vec2(1, -1), vec2(-1, -1),];
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data = v.ptr;
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size = typeof(v[0]).sizeof * v.length;
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usage = GL_STATIC_DRAW;
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Allocate(verts_);
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}
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instances_.Bind();
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ArrayBufferAllocator instance_allocator;
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with (instance_allocator) {
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size = CircleElement.Instance.sizeof * elements.length;
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usage = GL_DYNAMIC_DRAW;
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Allocate(instances_);
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}
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}
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override void Draw() {
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size_t alive_count;
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instances_.Bind();
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ArrayBufferOverwriter instance_writer;
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foreach (const element; elements_.filter!"a.alive") with (instance_writer) {
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data = &element.instance;
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offset = alive_count++ * CircleElement.Instance.sizeof;
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size = CircleElement.Instance.sizeof;
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Overwrite(instances_);
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}
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program_.Use();
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vao_.Bind();
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if (alive_count == 0) return;
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gl.DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, alive_count.to!int);
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}
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private:
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CircleElementProgram program_;
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const CircleElement[] elements_;
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ArrayBufferRef verts_;
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ArrayBufferRef instances_;
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VertexArrayRef vao_;
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}
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alias CircleElementDrawer = ElementDrawer!(
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CircleElementProgram,
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CircleElement,
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[vec2(-1, 1), vec2(1, 1), vec2(1, -1), vec2(-1, -1)]);
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///
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class CircleElementProgram {
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79
sjplayer/src/sjplayer/ElementDrawer.d
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79
sjplayer/src/sjplayer/ElementDrawer.d
Normal file
@ -0,0 +1,79 @@
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/// License: MIT
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module sjplayer.ElementDrawer;
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import std.algorithm,
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std.conv;
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import gl4d;
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import sjplayer.ElementDrawerInterface;
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///
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class ElementDrawer(Program, Element, vec2[] vertices) :
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ElementDrawerInterface {
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public:
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///
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alias Instance = typeof(Element.instance);
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///
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this(Program program, in Element[] elements)
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in (program)
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in (elements.length > 0) {
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program_ = program;
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elements_ = elements;
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vao_ = VertexArray.Create();
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verts_ = ArrayBuffer.Create();
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instances_ = ArrayBuffer.Create();
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vao_.Bind();
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program_.SetupVertexArray(vao_, verts_, instances_);
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (verts_allocator) {
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const v = vertices; // place to memory
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data = v.ptr;
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size = typeof(v[0]).sizeof * v.length;
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usage = GL_STATIC_DRAW;
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Allocate(verts_);
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}
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instances_.Bind();
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ArrayBufferAllocator instance_allocator;
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with (instance_allocator) {
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size = Instance.sizeof * elements.length;
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usage = GL_DYNAMIC_DRAW;
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Allocate(instances_);
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}
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}
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override void Draw() {
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size_t alive_count;
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instances_.Bind();
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{
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auto ptr = instances_.MapToWrite!Instance();
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foreach (const element; elements_.filter!"a.alive") {
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ptr[alive_count++] = element.instance;
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}
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}
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program_.Use();
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vao_.Bind();
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if (alive_count == 0) return;
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gl.DrawArraysInstanced(
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GL_TRIANGLE_FAN, 0, vertices.length.to!int, alive_count.to!int);
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}
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private:
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Program program_;
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const Element[] elements_;
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ArrayBufferRef verts_;
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ArrayBufferRef instances_;
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VertexArrayRef vao_;
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}
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