[update] Implemented drawing cubes in TitleScene.
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0f17719b79
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@ -113,7 +113,7 @@ class CubeProgram {
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};
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///
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enum MaxInstanceCount = 10;
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enum MaxInstanceCount = 256;
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///
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this() {
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@ -31,7 +31,7 @@ class LobbyWorld {
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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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cubes.map!"a.Create()",
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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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}
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@ -40,16 +40,41 @@ class LobbyWorld {
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return background_;
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}
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///
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ModelMatrixFactory!4[] cubes;
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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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///
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CubeProgram.Material cube_material;
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///
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ModelMatrixFactory!4 cube_matrix;
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///
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float cube_interval = 0.005;
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private:
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static mat4[8] CreateCubes(mat4 model, float interval) {
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mat4[8] cubes;
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enum sz = 0.05;
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const si = sz + interval;
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auto m = mat4.identity;
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m.scale(sz, sz, sz);
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cubes[] = m;
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cubes[0].translate( si, si, si);
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cubes[1].translate(-si, si, si);
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cubes[2].translate( si, -si, si);
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cubes[3].translate(-si, -si, si);
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cubes[4].translate( si, si, -si);
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cubes[5].translate(-si, si, -si);
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cubes[6].translate( si, -si, -si);
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cubes[7].translate(-si, -si, -si);
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cubes[].each!((ref x) => x = model * x);
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return cubes;
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}
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Background background_;
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CubeProgram cube_program_;
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@ -1,6 +1,10 @@
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/// License: MIT
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module sj.TitleScene;
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import std.math;
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import gl4d;
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import sj.AbstractScene,
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sj.KeyInput,
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sj.LobbyWorld,
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@ -12,11 +16,7 @@ class TitleScene : AbstractScene {
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///
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this(LobbyWorld lobby) {
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lobby_ = lobby;
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// TODO: test
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import gl4d;
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lobby_.background.outer_color = vec4(0.8, 0.8, 0.8, 1);
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lobby_.background.inner_color = vec4(1, 1, 1, 1);
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SetupLobby(lobby);
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}
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///
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@ -25,12 +25,28 @@ class TitleScene : AbstractScene {
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}
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override void Update(KeyInput input) {
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lobby_.cube_matrix.rotation += vec3(PI/300, PI/300, PI/300);
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}
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override void Draw() {
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lobby_.Draw();
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}
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private:
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static void SetupLobby(LobbyWorld lobby) {
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lobby.view.pos = vec3(0, 0, -1);
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lobby.view.target = vec3(0, -0.2, 0);
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lobby.background.inner_color = vec4(0.9, 0.9, 0.9, 1);
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lobby.background.outer_color = vec4(0.2, 0.2, 0.2, 1);
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lobby.light_pos = vec3(0, 10, 0);
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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(0.1, 0.1, 0.1);
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lobby.cube_material.specular_color = vec3(0.5, 0.2, 0.2);
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}
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SceneInterface next_scene_;
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LobbyWorld lobby_;
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