[update] Tidied a part of codes.
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@@ -93,8 +93,7 @@ class ActorProgram {
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verts_ = ArrayBuffer.Create();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (attacher) {
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with (VertexArrayAttacher()) {
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index = 0;
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type = GL_FLOAT;
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dimension = 2;
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@@ -102,8 +101,7 @@ class ActorProgram {
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}
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (verts_allocator) {
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with (ArrayBufferAllocator()) {
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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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@@ -72,8 +72,7 @@ class BackgroundProgram {
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verts_ = ArrayBuffer.Create();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (attacher) {
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with (VertexArrayAttacher()) {
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index = 0;
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type = GL_FLOAT;
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dimension = 2;
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@@ -81,8 +80,7 @@ class BackgroundProgram {
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}
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (verts_allocator) {
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with (ArrayBufferAllocator()) {
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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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@@ -152,8 +152,7 @@ class CircleElementProgram {
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///
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void SetupVertexArray(ref VertexArrayRef vao,
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ref ArrayBufferRef verts, ref ArrayBufferRef instances) {
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VertexArrayAttacher attacher;
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with (attacher) {
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with (VertexArrayAttacher()) {
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// verts
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type = GL_FLOAT;
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dimension = 2;
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@@ -30,8 +30,7 @@ class ElementDrawer(Program, Element, vec2[] vertices) :
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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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with (ArrayBufferAllocator()) {
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const v = vertices; // place to memory
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data = v.ptr;
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@@ -41,8 +40,7 @@ class ElementDrawer(Program, Element, vec2[] vertices) :
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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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with (ArrayBufferAllocator()) {
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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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@@ -30,8 +30,7 @@ class PostEffect {
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tex_ = TextureRect.Create();
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sampler_ = Sampler.Create();
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TextureRectAllocator allocator;
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with (allocator) {
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with (TextureRectAllocator()) {
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internalFormat = GL_RGB;
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size = sz;
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format = GL_RED;
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@@ -40,8 +39,7 @@ class PostEffect {
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Allocate(tex_);
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}
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SamplerConfigurer configurer;
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with (configurer) {
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with (SamplerConfigurer()) {
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filterMin = GL_NEAREST;
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filterMag = GL_NEAREST;
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Configure(sampler_);
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@@ -152,8 +150,7 @@ class PostEffectProgram {
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ubo_index_ = gl.GetUniformBlockIndex(program_.id, "Instance".toStringz);
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (attacher) {
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with (VertexArrayAttacher()) {
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index = 0;
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type = GL_FLOAT;
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dimension = 2;
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@@ -161,8 +158,7 @@ class PostEffectProgram {
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}
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (verts_allocator) {
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with (ArrayBufferAllocator()) {
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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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@@ -171,8 +167,7 @@ class PostEffectProgram {
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}
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ubo_.Bind();
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UniformBufferAllocator ub_allocator;
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with (ub_allocator) {
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with (UniformBufferAllocator()) {
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size = PostEffect.Instance.sizeof;
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usage = GL_DYNAMIC_DRAW;
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Allocate(ubo_);
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