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module game; |
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import util.sdlapp; |
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import util.gl.shaders; |
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import util.gl.texture; |
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import util.gl.framebuffer; |
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import util.gl.buffer; |
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import std.math; |
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import std.string; |
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import util.common; |
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import util.complexes; |
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import util.geometry; |
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//import util.al.source; |
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//import util.al.buffer; |
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import util.sceneobject; |
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import sound; |
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scope class Game : SDLApp { |
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private { |
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Texture2D tex = null; |
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Program p = null; |
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SoundManager sm = null; |
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SceneObject scene = null; // root of the scene |
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float[] data; |
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} |
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public { |
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this(int width, int height, bit fullscreen) |
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{ |
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super(width, height, fullscreen); |
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data.length = 256 * 256 * 4; |
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// scene = new SceneObject(null); |
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/* |
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p = new Program("vertex.glsl","fragment.glsl"); |
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sm = new SoundManager(44100); |
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for (int i = 0; i < 128; i++) { |
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for (int j = 0; j < 128; j++) { |
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data[i][j][0] = (i / 128.0) * (j/ 128.0); |
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data[i][j][1] = (i / 128.0) * (1-j/ 128.0); |
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data[i][j][2] = (1-i / 128.0) * (j/ 128.0); |
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data[i][j][3] = 1.0; |
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} |
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} |
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tex = new Texture2D(Texture.IFormat.RGBA8); |
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tex.setImage(0, 128, 128, Texture.Format.RGBA, Texture.Type.FLOAT, new CPUBuffer(data.ptr)); |
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tex.getImage(0, Texture.Format.RGBA, Texture.Type.FLOAT, data.ptr); |
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assert(glCheck()); |
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p.setSampler("tex1", tex); |
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assert(glCheck()); |
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*/ |
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} |
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~this() { |
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if (scene !is null) delete scene; |
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if (p !is null) delete p; |
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if (tex !is null) delete tex; |
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if (sm !is null) delete sm; |
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} |
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void render() { |
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// draw to the screen |
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//root.render(); |
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FrameBuffer fb = FrameBuffer.getDefault(); |
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fb.clear(true,false,false); |
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fb.setBlendState(new BlendState( |
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true, |
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BlendState.Operation.ADD, |
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BlendState.Factor.SRC_ALPHA, |
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BlendState.Factor.ONE_MINUS_SRC_ALPHA, |
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BlendState.Operation.MAX, |
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BlendState.Factor.ONE, |
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BlendState.Factor.ONE) |
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); |
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fb.use(); |
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// disp("render"); |
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Program.noProgram(); |
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float dx = 2.0 / 256.0; |
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float dy = 2.0 / 256.0; |
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float y = -1.0; |
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float * p = &data[0]; |
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for (int j = 0; j < 256; j++) { |
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float x = -1.0; |
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for (int i = 0; i < 256; i++) { |
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cfloat z = x + y * 1.0i; |
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*(p++) = z.re; |
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*(p++) = z.im; |
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*(p++) = 0.0; |
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*(p++) = 1.0; |
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x += dx; |
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} |
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y += dy; |
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} |
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glDrawPixels( 256, 256, GL_RGBA, GL_FLOAT, &data[0]); |
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} |
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void keyUp(int key) { |
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} |
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void keyDown(int key) { |
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} |
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void mouseMove(Vec2i mousePosition, Vec2i mouseMovement) { |
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} |
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} |
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} |
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