[update] Tidied a part of codes.
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6f7dd2c142
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e1745f1c2b
@ -93,8 +93,7 @@ class ActorProgram {
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verts_ = ArrayBuffer.Create();
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verts_ = ArrayBuffer.Create();
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vao_.Bind();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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index = 0;
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index = 0;
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type = GL_FLOAT;
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type = GL_FLOAT;
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dimension = 2;
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dimension = 2;
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@ -102,8 +101,7 @@ class ActorProgram {
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}
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}
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verts_.Bind();
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (ArrayBufferAllocator()) {
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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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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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data = v.ptr;
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size = typeof(v[0]).sizeof * v.length;
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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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verts_ = ArrayBuffer.Create();
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vao_.Bind();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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index = 0;
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index = 0;
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type = GL_FLOAT;
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type = GL_FLOAT;
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dimension = 2;
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dimension = 2;
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@ -81,8 +80,7 @@ class BackgroundProgram {
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}
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}
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verts_.Bind();
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (ArrayBufferAllocator()) {
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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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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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data = v.ptr;
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size = typeof(v[0]).sizeof * v.length;
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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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///
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void SetupVertexArray(ref VertexArrayRef vao,
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void SetupVertexArray(ref VertexArrayRef vao,
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ref ArrayBufferRef verts, ref ArrayBufferRef instances) {
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ref ArrayBufferRef verts, ref ArrayBufferRef instances) {
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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// verts
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// verts
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type = GL_FLOAT;
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type = GL_FLOAT;
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dimension = 2;
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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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program_.SetupVertexArray(vao_, verts_, instances_);
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verts_.Bind();
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (ArrayBufferAllocator()) {
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with (verts_allocator) {
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const v = vertices; // place to memory
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const v = vertices; // place to memory
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data = v.ptr;
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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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}
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instances_.Bind();
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instances_.Bind();
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ArrayBufferAllocator instance_allocator;
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with (ArrayBufferAllocator()) {
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with (instance_allocator) {
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size = Instance.sizeof * elements.length;
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size = Instance.sizeof * elements.length;
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usage = GL_DYNAMIC_DRAW;
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usage = GL_DYNAMIC_DRAW;
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Allocate(instances_);
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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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tex_ = TextureRect.Create();
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sampler_ = Sampler.Create();
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sampler_ = Sampler.Create();
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TextureRectAllocator allocator;
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with (TextureRectAllocator()) {
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with (allocator) {
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internalFormat = GL_RGB;
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internalFormat = GL_RGB;
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size = sz;
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size = sz;
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format = GL_RED;
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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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Allocate(tex_);
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}
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}
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SamplerConfigurer configurer;
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with (SamplerConfigurer()) {
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with (configurer) {
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filterMin = GL_NEAREST;
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filterMin = GL_NEAREST;
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filterMag = GL_NEAREST;
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filterMag = GL_NEAREST;
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Configure(sampler_);
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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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ubo_index_ = gl.GetUniformBlockIndex(program_.id, "Instance".toStringz);
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vao_.Bind();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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index = 0;
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index = 0;
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type = GL_FLOAT;
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type = GL_FLOAT;
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dimension = 2;
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dimension = 2;
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@ -161,8 +158,7 @@ class PostEffectProgram {
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}
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}
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verts_.Bind();
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (ArrayBufferAllocator()) {
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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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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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data = v.ptr;
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size = typeof(v[0]).sizeof * v.length;
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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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}
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ubo_.Bind();
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ubo_.Bind();
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UniformBufferAllocator ub_allocator;
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with (UniformBufferAllocator()) {
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with (ub_allocator) {
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size = PostEffect.Instance.sizeof;
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size = PostEffect.Instance.sizeof;
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usage = GL_DYNAMIC_DRAW;
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usage = GL_DYNAMIC_DRAW;
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Allocate(ubo_);
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Allocate(ubo_);
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@ -127,8 +127,7 @@ class CubeProgram {
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material_index_ = gl.GetUniformBlockIndex(program_.id, "Material".toStringz);
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material_index_ = gl.GetUniformBlockIndex(program_.id, "Material".toStringz);
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material_.Bind();
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material_.Bind();
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UniformBufferAllocator material_allocator;
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with (UniformBufferAllocator()) {
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with (material_allocator) {
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data = null;
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data = null;
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size = Material.sizeof;
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size = Material.sizeof;
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usage = GL_DYNAMIC_DRAW;
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usage = GL_DYNAMIC_DRAW;
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@ -140,8 +139,7 @@ class CubeProgram {
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instances_ = ArrayBuffer.Create();
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instances_ = ArrayBuffer.Create();
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vao_.Bind();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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index = 0;
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index = 0;
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type = GL_FLOAT;
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type = GL_FLOAT;
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offset = vec3.sizeof * 0;
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offset = vec3.sizeof * 0;
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@ -175,8 +173,7 @@ class CubeProgram {
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}
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}
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verts_.Bind();
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verts_.Bind();
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ArrayBufferAllocator verts_allocator;
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with (ArrayBufferAllocator()) {
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with (verts_allocator) {
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enum v = [
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enum v = [
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// left
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// left
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vec3(-1, 1, -1), vec3(-1, 1, 1), vec3(-1, -1, 1),
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vec3(-1, 1, -1), vec3(-1, 1, 1), vec3(-1, -1, 1),
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@ -224,8 +221,7 @@ class CubeProgram {
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}
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}
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instances_.Bind();
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instances_.Bind();
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ArrayBufferAllocator instances_allocator;
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with (ArrayBufferAllocator()) {
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with (instances_allocator) {
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data = null;
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data = null;
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size = MaxInstanceCount * mat4.sizeof;
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size = MaxInstanceCount * mat4.sizeof;
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usage = GL_DYNAMIC_DRAW;
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usage = GL_DYNAMIC_DRAW;
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@ -166,11 +166,13 @@ private class FirstSetupState : AbstractSceneState {
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override UpdateResult Update(KeyInput input) {
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override UpdateResult Update(KeyInput input) {
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const ratio = anime_.Update();
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const ratio = anime_.Update();
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owner.lobby_.cube_matrix.rotation += LoadingCubeRotationSpeed * (ratio+0.2);
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with (owner.lobby_) {
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owner.lobby_.cube_interval = cube_interval_ease_.Calculate(ratio);
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cube_matrix.rotation += LoadingCubeRotationSpeed * (ratio+0.2);
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cube_interval = cube_interval_ease_.Calculate(ratio);
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owner.lobby_.background.inner_color = bg_inner_ease_.Calculate(ratio);
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background.inner_color = bg_inner_ease_.Calculate(ratio);
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owner.lobby_.background.outer_color = bg_outer_ease_.Calculate(ratio);
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background.outer_color = bg_outer_ease_.Calculate(ratio);
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}
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if (anime_.isFinished) {
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if (anime_.isFinished) {
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stage_appear_state_.Initialize(0);
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stage_appear_state_.Initialize(0);
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@ -29,7 +29,6 @@ class Text {
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static assert(TextProgram.Vertex.sizeof == float.sizeof * 5);
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static assert(TextProgram.Vertex.sizeof == float.sizeof * 5);
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vertices_.Bind();
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vertices_.Bind();
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ArrayBufferAllocator vertices_allocator;
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with (ArrayBufferAllocator()) {
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with (ArrayBufferAllocator()) {
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size = text.length * TextProgram.Vertex.sizeof * 4;
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size = text.length * TextProgram.Vertex.sizeof * 4;
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usage = GL_STATIC_DRAW;
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usage = GL_STATIC_DRAW;
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@ -103,8 +102,7 @@ class Text {
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}
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}
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texture_.Bind();
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texture_.Bind();
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Texture2DAllocator texture_allocator;
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with (Texture2DAllocator()) {
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with (texture_allocator) {
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level = 0;
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level = 0;
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internalFormat = GL_RGBA8;
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internalFormat = GL_RGBA8;
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data = pixels.ptr;
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data = pixels.ptr;
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@ -115,8 +113,7 @@ class Text {
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}
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}
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indices_.Bind();
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indices_.Bind();
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ElementArrayBufferAllocator indices_allcator;
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with (ElementArrayBufferAllocator()) {
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with (indices_allcator) {
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size = glyph_count * 6 * ushort.sizeof;
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size = glyph_count * 6 * ushort.sizeof;
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usage = GL_STATIC_DRAW;
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usage = GL_STATIC_DRAW;
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Allocate(indices_);
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Allocate(indices_);
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@ -59,8 +59,7 @@ class TextProgram {
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program_.Validate();
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program_.Validate();
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sampler_ = Sampler.Create();
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sampler_ = Sampler.Create();
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SamplerConfigurer configurer;
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with (SamplerConfigurer()) {
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with (configurer) {
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filterMin = GL_LINEAR;
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filterMin = GL_LINEAR;
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filterMag = GL_LINEAR;
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filterMag = GL_LINEAR;
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Configure(sampler_);
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Configure(sampler_);
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@ -70,8 +69,7 @@ class TextProgram {
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///
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///
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void SetupVertexArray(ref VertexArrayRef vao, ref ArrayBufferRef vertices) {
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void SetupVertexArray(ref VertexArrayRef vao, ref ArrayBufferRef vertices) {
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vao.Bind();
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vao.Bind();
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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index = 0;
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index = 0;
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type = GL_FLOAT;
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type = GL_FLOAT;
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offset = 0;
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offset = 0;
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@ -99,8 +99,7 @@ class TitleTextProgram {
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tex_ = CreateTextureFromBuffer(ImgBuf);
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tex_ = CreateTextureFromBuffer(ImgBuf);
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sampler_ = Sampler.Create();
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sampler_ = Sampler.Create();
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SamplerConfigurer configurer;
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with (SamplerConfigurer()) {
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with (configurer) {
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filterMin = GL_LINEAR;
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filterMin = GL_LINEAR;
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filterMag = GL_LINEAR;
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filterMag = GL_LINEAR;
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Configure(sampler_);
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Configure(sampler_);
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@ -110,8 +109,7 @@ class TitleTextProgram {
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vertices_ = ArrayBuffer.Create();
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vertices_ = ArrayBuffer.Create();
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vao_.Bind();
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vao_.Bind();
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VertexArrayAttacher attacher;
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with (VertexArrayAttacher()) {
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with (attacher) {
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index = 0;
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index = 0;
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type = GL_FLOAT;
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type = GL_FLOAT;
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offset = 0;
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offset = 0;
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@ -128,8 +126,7 @@ class TitleTextProgram {
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}
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}
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vertices_.Bind();
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vertices_.Bind();
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ArrayBufferAllocator allocator;
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with (ArrayBufferAllocator()) {
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with (allocator) {
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const v = [
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const v = [
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-1f, 1f, 0f, 1f, 0f,
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-1f, 1f, 0f, 1f, 0f,
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-1f, -1f, 0f, 1f, 1f,
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-1f, -1f, 0f, 1f, 1f,
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@ -23,8 +23,7 @@ Texture2DRef CreateTextureFromImage(sfImage* img) {
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sz.y.isPowerOf2.enforce();
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sz.y.isPowerOf2.enforce();
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auto tex = Texture2D.Create();
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auto tex = Texture2D.Create();
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Texture2DAllocator allocator;
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with (Texture2DAllocator()) {
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with (allocator) {
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level = 0;
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level = 0;
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internalFormat = GL_RGBA8;
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internalFormat = GL_RGBA8;
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data = sfImage_getPixelsPtr(img);
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data = sfImage_getPixelsPtr(img);
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Block a user