120 lines
2.2 KiB
D
120 lines
2.2 KiB
D
/// License: MIT
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module sjplayer.Actor;
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import gl4d;
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///
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class Actor {
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public:
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///
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this(ActorProgram program) {
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pos = vec2(0, 0);
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accel = vec2(0, 0);
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color = vec4(0, 0, 0, 0);
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program_ = program;
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}
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///
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void Draw() {
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program_.Draw(pos, accel, color);
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}
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vec2 pos;
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vec2 accel;
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vec4 color;
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private:
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ActorProgram program_;
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}
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///
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class ActorProgram {
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public:
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///
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enum ShaderHeader = "#version 330 core
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#extension GL_ARB_explicit_uniform_location : enable";
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///
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enum VertexShaderSrc = ShaderHeader ~ q{
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layout(location = 0) in vec2 vert;
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out vec2 uv_;
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void main() {
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uv_ = vert;
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gl_Position = vec4(vert, 0, 1);
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}
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};
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///
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enum FragmentShaderSrc = ShaderHeader ~ q{
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layout(location = 0) uniform vec2 pos;
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layout(location = 1) uniform vec2 accel;
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layout(location = 2) uniform vec4 color;
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in vec2 uv_;
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out vec4 pixel_;
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float line(float ux, float px, float a) {
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return
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(1 - smoothstep(0, 0.003, abs(ux - px)));
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}
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void main() {
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pixel_ = color;
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pixel_.a *=
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clamp(0, 1, line(uv_.y, pos.y, accel.y) + line(uv_.x, pos.x, accel.x));
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}
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};
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///
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this() {
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ProgramLinker linker;
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linker.vertex = VertexShader.Compile(VertexShaderSrc);
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linker.fragment = FragmentShader.Compile(FragmentShaderSrc);
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program_ = linker.Link();
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program_.Validate();
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vao_ = VertexArray.Create();
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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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index = 0;
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type = GL_FLOAT;
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dimension = 2;
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Attach(vao_, verts_);
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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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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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}
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///
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void Draw(vec2 pos, vec2 accel, vec4 color) {
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program_.Use();
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program_.uniform!0 = pos;
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program_.uniform!1 = accel;
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program_.uniform!2 = color;
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vao_.Bind();
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gl.DrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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private:
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ProgramRef program_;
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ArrayBufferRef verts_;
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VertexArrayRef vao_;
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}
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