[update] Updated PostEffect that can be shared with else scenes of PlayScene.
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d3026b1fb7
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673c2dfe94
@ -28,10 +28,9 @@ import sjplayer.Actor,
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class Context {
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public:
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///
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this(ParametersBlock[] params, vec2i window_size, ProgramSet programs) {
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this(ParametersBlock[] params, PostEffect posteffect, ProgramSet programs) {
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actor_ = new Actor(programs.Get!ActorProgram);
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background_ = new Background(programs.Get!BackgroundProgram);
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posteffect_ = new PostEffect(programs.Get!PostEffectProgram, window_size);
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auto builder = new Builder;
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auto varstore = new VarStore(actor_);
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@ -47,7 +46,7 @@ class Context {
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),
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tuple(
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"posteffect",
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PostEffectControllerFactory(varstore, posteffect_),
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PostEffectControllerFactory(varstore, posteffect),
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),
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tuple(
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@ -94,7 +93,6 @@ class Context {
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drawers_.each!destroy;
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elements_.each!destroy;
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posteffect_.destroy();
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background_.destroy();
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actor_.destroy();
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}
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@ -116,10 +114,6 @@ class Context {
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controllers_.each!(x => x.Operate(time));
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}
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///
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void StartDrawing() {
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posteffect_.BindFramebuffer();
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}
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///
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void DrawBackground() {
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background_.Draw();
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@ -132,11 +126,6 @@ class Context {
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void DrawActor() {
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actor_.Draw();
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}
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///
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void EndDrawing() {
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posteffect_.UnbindFramebuffer();
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posteffect_.DrawFramebuffer();
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}
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///
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@property inout(ActorControllerInterface) actor() inout {
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@ -170,7 +159,6 @@ class Context {
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Actor actor_;
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Background background_;
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PostEffect posteffect_;
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ElementInterface[] elements_;
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ElementDrawerInterface[] drawers_;
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@ -28,6 +28,7 @@ class PostEffect {
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program_ = program;
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fb_ = Framebuffer.Create();
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tex_ = TextureRect.Create();
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depth_ = Renderbuffer.Create();
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sampler_ = Sampler.Create();
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with (TextureRectAllocator()) {
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@ -38,7 +39,11 @@ class PostEffect {
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data = null;
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Allocate(tex_);
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}
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with (RenderbufferAllocator()) {
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format = GL_DEPTH_COMPONENT;
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size = sz;
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Allocate(depth_);
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}
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with (SamplerConfigurer()) {
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filterMin = GL_NEAREST;
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filterMag = GL_NEAREST;
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@ -48,6 +53,9 @@ class PostEffect {
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fb_.Bind();
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fb_.attachment!(GL_COLOR_ATTACHMENT0, 0, GL_TEXTURE_RECTANGLE) = tex_;
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fb_.attachmentOrder = [GL_COLOR_ATTACHMENT0];
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fb_.attachment!GL_DEPTH_ATTACHMENT = depth_;
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fb_.Validate();
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fb_.Unbind();
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}
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@ -78,6 +86,8 @@ class PostEffect {
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TextureRectRef tex_;
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RenderbufferRef depth_;
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SamplerRef sampler_;
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}
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@ -9,16 +9,17 @@ public {
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import sjscript : ScriptException;
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import sjplayer.Context,
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sjplayer.PostEffect,
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sjplayer.ProgramSet,
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sjplayer.ScriptRuntimeException;
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}
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///
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Context CreateContextFromText(string src, vec2i window_size, ProgramSet programs) {
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return src.CreateScriptAst().CreateContextFromScriptAst(window_size, programs);
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Context CreateContextFromText(string src, PostEffect posteffect, ProgramSet programs) {
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return src.CreateScriptAst().CreateContextFromScriptAst(posteffect, programs);
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}
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///
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Context CreateContextFromScriptAst(
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ParametersBlock[] params, vec2i window_size, ProgramSet programs) {
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return new Context(params, window_size, programs);
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ParametersBlock[] params, PostEffect posteffect, ProgramSet programs) {
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return new Context(params, posteffect, programs);
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}
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@ -94,8 +94,6 @@ private auto CreateWindow(ref in Args args) {
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sfWindow_setActive(win, true).enforce;
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gl.ApplyContext();
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gl.Enable(GL_BLEND);
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gl.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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static struct Window {
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public:
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@ -21,7 +21,6 @@ class AbstractGame {
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}
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///
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void Draw() {
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gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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scene_.Draw();
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}
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@ -7,6 +7,10 @@ import std.algorithm,
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std.json,
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std.path;
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import gl4d;
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static import sjplayer;
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import sj.AbstractGame,
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sj.Args,
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sj.FontSet,
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@ -35,11 +39,15 @@ class Game : AbstractGame {
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fonts_ = new FontSet;
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programs_ = new ProgramSet;
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posteffect_ = new sjplayer.PostEffect(
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programs_.Get!(sjplayer.PostEffectProgram),
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vec2i(args.window_size, args.window_size));
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lobby_ = new LobbyWorld(programs_);
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title_ = new TitleScene(lobby_, programs_);
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select_ = new SelectScene(lobby_, programs_, fonts_, music_list_);
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load_ = new LoadingScene(args, lobby_, programs_, fonts_);
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load_ = new LoadingScene(lobby_, posteffect_, programs_, fonts_);
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play_ = new PlayScene;
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result_ = new ResultScene(lobby_, programs_, fonts_);
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@ -59,6 +67,11 @@ class Game : AbstractGame {
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title_.Initialize();
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super(title_);
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}
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// setup OpenGL
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gl.Enable(GL_BLEND);
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gl.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl.Disable(GL_DEPTH_TEST);
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}
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~this() {
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@ -69,6 +82,7 @@ class Game : AbstractGame {
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result_.destroy();
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lobby_.destroy();
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posteffect_.destroy();
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fonts_.destroy();
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programs_.destroy();
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@ -76,12 +90,25 @@ class Game : AbstractGame {
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music_list_.each!destroy();
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}
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override void Draw() {
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gl.Clear(GL_COLOR_BUFFER_BIT);
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posteffect_.BindFramebuffer();
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gl.Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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super.Draw();
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posteffect_.UnbindFramebuffer();
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posteffect_.DrawFramebuffer();
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}
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private:
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Music[] music_list_;
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FontSet fonts_;
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ProgramSet programs_;
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sjplayer.PostEffect posteffect_;
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LobbyWorld lobby_;
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TitleScene title_;
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@ -3,8 +3,9 @@ module sj.LoadingScene;
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import gl4d;
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import sj.Args,
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sj.FontSet,
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static import sjplayer;
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import sj.FontSet,
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sj.KeyInput,
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sj.LobbyWorld,
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sj.Music,
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@ -17,12 +18,12 @@ class LoadingScene : SceneInterface {
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public:
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///
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this(
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in ref Args args,
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LobbyWorld lobby,
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sjplayer.PostEffect posteffect,
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ProgramSet programs,
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FontSet fonts) {
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args_ = args;
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lobby_ = lobby;
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posteffect_ = posteffect;
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programs_ = programs;
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fonts_ = fonts;
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}
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@ -44,8 +45,7 @@ class LoadingScene : SceneInterface {
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override SceneInterface Update(KeyInput input) {
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if (first_drawn_) {
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// TODO: parallelize context creation
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auto context = music_.CreatePlayerContext(
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vec2i(args_.window_size, args_.window_size), programs_.player);
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auto context = music_.CreatePlayerContext(posteffect_, programs_.player);
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play_scene_.Initialize(music_, context, offset_beat_);
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return play_scene_;
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}
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@ -57,9 +57,7 @@ class LoadingScene : SceneInterface {
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}
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private:
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const Args args_;
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PlayScene play_scene_;
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sjplayer.PostEffect posteffect_;
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ProgramSet programs_;
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@ -67,6 +65,8 @@ class LoadingScene : SceneInterface {
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LobbyWorld lobby_;
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PlayScene play_scene_;
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Music music_;
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float offset_beat_;
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@ -37,15 +37,13 @@ class LobbyWorld {
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///
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void Draw() {
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gl.Disable(GL_DEPTH_TEST);
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gl.DepthMask(false);
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background_.Draw();
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gl.Enable(GL_DEPTH_TEST);
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gl.DepthMask(true);
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cube_program_.Draw(
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CreateCubes(cube_matrix.Create(), cube_interval)[],
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Projection, view.Create(), light_pos, cube_material);
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gl.Disable(GL_DEPTH_TEST);
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}
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///
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@ -83,9 +83,9 @@ class Music {
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///
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sjplayer.Context CreatePlayerContext(
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vec2i winsz, sjplayer.ProgramSet programs) const {
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sjplayer.PostEffect posteffect, sjplayer.ProgramSet programs) const {
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return sjplayer.CreateContextFromText(
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script_path_.readText, winsz, programs);
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script_path_.readText, posteffect, programs);
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}
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///
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@ -74,14 +74,10 @@ class PlayScene : SceneInterface {
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return this;
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}
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override void Draw() {
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context_.StartDrawing();
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context_.DrawBackground();
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context_.DrawElements();
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context_.DrawActor();
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context_.EndDrawing();
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if (beat_ >= context_.length) {
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context_.destroy();
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}
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