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@@ -8,6 +8,125 @@ import three.gl.util;
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import derelict.anttweakbar.anttweakbar;
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import derelict.anttweakbar.anttweakbar;
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import derelict.glfw3.glfw3;
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import derelict.glfw3.glfw3;
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+import derelict.assimp3.assimp;
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+
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+import std.string;
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+
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+struct Vertex {
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+ float x, y, z;
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+}
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+
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+struct Normal {
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+ float x, y, z;
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+}
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+
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+struct UV {
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+ float u, v;
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+}
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+
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+struct Color {
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+ float r, g, b, a;
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+}
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+
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+struct Vector {
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+ float x, y, z;
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+}
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+
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+struct Quaternion {
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+ float x, y, z, w;
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+}
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+
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+
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+final class Mesh {
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+public:
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+ Vertex[] vertexData;
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+ Normal[] normalData;
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+ UV[] textureData;
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+ Color[] colorData;
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+
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+ Unique!(VertexArrayObject) vao;
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+ Unique!(VertexBufferObject!(VertexBufferObjectTarget.Array)) vboVertexData;
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+ Unique!(VertexBufferObject!(VertexBufferObjectTarget.Array)) vboNormalData;
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+ Unique!(VertexBufferObject!(VertexBufferObjectTarget.Array)) vboTextureData;
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+ Unique!(VertexBufferObject!(VertexBufferObjectTarget.Array)) vboColorData;
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+
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+ this(string filePath) {
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+ writeln("loading scene: ", filePath);
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+ auto scene = aiImportFile(filePath.toStringz(), aiProcess_Triangulate);
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+ writeln("meshes: ", scene.mNumMeshes);
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+ for(uint m = 0; m < scene.mNumMeshes; ++m) {
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+ const(aiMesh*) mesh = scene.mMeshes[m];
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+ assert(mesh !is null);
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+ writeln("mesh[", m, "] faces : ", mesh.mNumFaces);
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+ for (uint f = 0; f < mesh.mNumFaces; ++f) {
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+ const(aiFace*) face = &mesh.mFaces[f];
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+ assert(face !is null);
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+
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+ for(uint v = 0; v < 3; ++v) {
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+ aiVector3D p, n, uv;
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+ assert(face.mNumIndices > v);
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+ uint vertex = face.mIndices[v];
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+ assert(mesh.mNumVertices > vertex);
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+ p = mesh.mVertices[vertex];
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+ n = mesh.mNormals[vertex];
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+
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+ // check if the mesh has texture coordinates
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+ if(mesh.mTextureCoords[0] !is null) {
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+ uv = mesh.mTextureCoords[0][vertex];
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+ }
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+
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+ vertexData ~= Vertex(p.x, p.y, p.z);
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+ normalData ~= Normal(n.x, n.y, n.z);
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+ textureData ~= UV(uv.x, uv.y);
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+ colorData ~= Color(n.x, n.y, n.z, 1.0f);
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+ }
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+ }
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+ }
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+ writeln("unloading scene: ", filePath);
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+ aiReleaseImport(scene);
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+
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+ //-----------------------------
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+ // upload
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+ vao = new VertexArrayObject();
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+ vao.bind();
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+
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+ vboVertexData = new VertexBufferObject!(VertexBufferObjectTarget.Array);
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+ vboVertexData.bind();
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+ GLuint attribIndex = 0;
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+ glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(Vertex.sizeof * vertexData.length) , vertexData.ptr, GL_STATIC_DRAW);
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+ glEnableVertexAttribArray(attribIndex);
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+ glVertexAttribPointer(attribIndex, 3, GL_FLOAT, GL_FALSE, 0, cast(void*)0);
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+ vboVertexData.unbind();
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+
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+ vboNormalData = new VertexBufferObject!(VertexBufferObjectTarget.Array);
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+ vboNormalData.bind();
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+ attribIndex = 1;
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+ glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(Normal.sizeof * normalData.length) , normalData.ptr, GL_STATIC_DRAW);
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+ glEnableVertexAttribArray(attribIndex);
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+ glVertexAttribPointer(attribIndex, 3, GL_FLOAT, GL_FALSE, 0, cast(void*)0);
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+ vboNormalData.unbind();
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+
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+ vboTextureData = new VertexBufferObject!(VertexBufferObjectTarget.Array);
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+ vboTextureData.bind();
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+ attribIndex = 2;
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+ glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(UV.sizeof * textureData.length) , textureData.ptr, GL_STATIC_DRAW);
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+ glEnableVertexAttribArray(attribIndex);
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+ glVertexAttribPointer(attribIndex, 2, GL_FLOAT, GL_FALSE, 0, cast(void*)0);
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+ vboTextureData.unbind();
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+
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+ vboColorData = new VertexBufferObject!(VertexBufferObjectTarget.Array);
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+ vboColorData.bind();
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+ attribIndex = 3;
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+ glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(Color.sizeof * colorData.length) , colorData.ptr, GL_STATIC_DRAW);
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+ glEnableVertexAttribArray(attribIndex);
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+ glVertexAttribPointer(attribIndex, 4, GL_FLOAT, GL_FALSE, 0, cast(void*)0);
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+ vboColorData.unbind();
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+
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+ vao.unbind();
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+ }
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+}
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+
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+
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class Tester {
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class Tester {
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Unique!(Window) _window;
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Unique!(Window) _window;
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@@ -24,8 +143,13 @@ class Tester {
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//_window.destroy();
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//_window.destroy();
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deinitThree();
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deinitThree();
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}
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}
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-
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+
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void run() {
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void run() {
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+ auto mesh = new Mesh("C:/Coding/models/Collada/duck.dae");
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+
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+ //-----------------
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+ // Create TweakBar
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+ writeln("creating TweakBar");
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double time = 0, dt; // Current time and enlapsed time
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double time = 0, dt; // Current time and enlapsed time
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double turn = 0; // Model turn counter
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double turn = 0; // Model turn counter
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double speed = 0.3; // Model rotation speed
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double speed = 0.3; // Model rotation speed
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@@ -35,32 +159,30 @@ class Tester {
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float bgColor[3] = [0.1f, 0.2f, 0.4f]; // Background color
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float bgColor[3] = [0.1f, 0.2f, 0.4f]; // Background color
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ubyte cubeColor[4] = [255, 0, 0, 128]; // Model color (32bits RGBA)
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ubyte cubeColor[4] = [255, 0, 0, 128]; // Model color (32bits RGBA)
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- TwWindowSize(640, 480);
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+ auto quat = Quaternion(0,0,0,1);
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+
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+// auto w = this._window.getBounds()[2];
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+// auto h = this._window.getBounds()[3];
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+ TwWindowSize(1600, 900);
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// Create a tweak bar
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// Create a tweak bar
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auto bar = TwNewBar("TweakBar");
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auto bar = TwNewBar("TweakBar");
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- TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLFW and OpenGL.' "); // Message added to the help bar.
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-
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+ TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLFW and OpenGL.' "); // Message added to the help bar.
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// Add 'speed' to 'bar': it is a modifable (RW) variable of type TW_TYPE_DOUBLE. Its key shortcuts are [s] and [S].
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// Add 'speed' to 'bar': it is a modifable (RW) variable of type TW_TYPE_DOUBLE. Its key shortcuts are [s] and [S].
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- TwAddVarRW(bar, "speed", TW_TYPE_DOUBLE, &speed,
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- " label='Rot speed' min=0 max=2 step=0.01 keyIncr=s keyDecr=S help='Rotation speed (turns/second)' ");
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-
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+ TwAddVarRW(bar, "speed", TW_TYPE_DOUBLE, &speed, " label='Rot speed' min=0 max=2 step=0.01 keyIncr=s keyDecr=S help='Rotation speed (turns/second)' ");
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// Add 'wire' to 'bar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w].
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// Add 'wire' to 'bar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w].
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- TwAddVarRW(bar, "wire", TW_TYPE_BOOL32, &wire,
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- " label='Wireframe mode' key=CTRL+w help='Toggle wireframe display mode.' ");
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-
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+ TwAddVarRW(bar, "wire", TW_TYPE_BOOL32, &wire, " label='Wireframe mode' key=CTRL+w help='Toggle wireframe display mode.' ");
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// Add 'time' to 'bar': it is a read-only (RO) variable of type TW_TYPE_DOUBLE, with 1 precision digit
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// Add 'time' to 'bar': it is a read-only (RO) variable of type TW_TYPE_DOUBLE, with 1 precision digit
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TwAddVarRO(bar, "time", TW_TYPE_DOUBLE, &time, " label='Time' precision=1 help='Time (in seconds).' ");
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TwAddVarRO(bar, "time", TW_TYPE_DOUBLE, &time, " label='Time' precision=1 help='Time (in seconds).' ");
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-
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+ //
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TwAddVarRO(bar, "frameCount", TW_TYPE_UINT32, &frameCount, " label='FrameCount' precision=1 help='FrameCount (in counts).' ");
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TwAddVarRO(bar, "frameCount", TW_TYPE_UINT32, &frameCount, " label='FrameCount' precision=1 help='FrameCount (in counts).' ");
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- TwAddVarRO(bar, "fps", TW_TYPE_DOUBLE, &fps, " label='fps' precision=1 help='fps (in fps).' ");
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-
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+ TwAddVarRO(bar, "fps", TW_TYPE_DOUBLE, &fps, " label='fps' precision=1 help='fps (in fps).' ");
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// Add 'bgColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color)
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// Add 'bgColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color)
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- TwAddVarRW(bar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' ");
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-
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+ TwAddVarRW(bar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' ");
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// Add 'cubeColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR32 (32 bits color) with alpha
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// Add 'cubeColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR32 (32 bits color) with alpha
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- TwAddVarRW(bar, "cubeColor", TW_TYPE_COLOR32, &cubeColor,
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- " label='Cube color' alpha help='Color and transparency of the cube.' ");
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+ TwAddVarRW(bar, "cubeColor", TW_TYPE_COLOR32, &cubeColor, " label='Cube color' alpha help='Color and transparency of the cube.' ");
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+ //
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+// TwAddVarRW(bar, "quaternion", TW_TYPE_QUAT4F, &quat, " label='Cube color' alpha help='Color and transparency of the cube.' ");
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//-----------------
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//-----------------
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@@ -71,17 +193,7 @@ class Tester {
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Vector3f( 0.0f, 1.0f, 0.0f)
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Vector3f( 0.0f, 1.0f, 0.0f)
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];
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];
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- Unique!(VertexArrayObject) vao = new VertexArrayObject();
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- vao.bind();
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- Unique!(VertexBufferObject!(VertexBufferObjectTarget.Array)) vbo = new VertexBufferObject!(VertexBufferObjectTarget.Array);
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- vbo.bind();
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- GLuint attribIndex = 0;
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- glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(vertices.sizeof) , vertices.ptr, GL_STATIC_DRAW);
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- glEnableVertexAttribArray(attribIndex);
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- glVertexAttribPointer(attribIndex, 3, GL_FLOAT, GL_FALSE, 0, cast(void*)0);
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- vbo.unbind();
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- vao.unbind();
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//-----------------
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//-----------------
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// Create Shaders
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// Create Shaders
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@@ -89,9 +201,12 @@ class Tester {
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#version 420 core
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#version 420 core
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layout(location = 0) in vec3 in_position;
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layout(location = 0) in vec3 in_position;
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- //layout(location = 1) in vec3 in_normal;
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- //layout(location = 2) in vec2 in_texcoord;
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- //layout(location = 3) in vec3 in_color;
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+ layout(location = 1) in vec3 in_normal;
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+ layout(location = 2) in vec2 in_texcoord;
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+ layout(location = 3) in vec4 in_color;
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+
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+
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+ out vec4 v_color;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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@@ -100,18 +215,20 @@ class Tester {
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void main()
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void main()
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{
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{
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- gl_Position = vec4(0.5 * in_position.x, 0.5 * in_position.y, in_position.z, 1.0);
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+ gl_Position = vec4(0.005 * in_position.x, 0.005 * in_position.y, 0.005* in_position.z, 1.0);
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+ v_color = in_color;
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}
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}
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";
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";
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enum fragmentShaderSource = "
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enum fragmentShaderSource = "
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#version 420 core
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#version 420 core
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+ in vec4 v_color;
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out vec4 FragColor;
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out vec4 FragColor;
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void main()
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void main()
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{
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{
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- FragColor = vec4(1.0, 0.0, 0.0, 1.0);
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+ FragColor = v_color;
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}
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}
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";
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";
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@@ -128,6 +245,12 @@ class Tester {
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assert(shaderPipeline.isValidProgramPipeline, shaderPipeline.infoLog());
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assert(shaderPipeline.isValidProgramPipeline, shaderPipeline.infoLog());
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shaderPipeline.unbind();
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shaderPipeline.unbind();
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+
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+ this._window.onSize.connect!"onSize"(this);
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+ this._window.onPosition.connect!"onPosition"(this);
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+ this._window.onButton.connect!"onButton"(this);
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+ this._window.onCursorPos.connect!"onCursorPos"(this);
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+
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//-----------------
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//-----------------
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// Render Loop
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// Render Loop
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glfwSetTime(0);
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glfwSetTime(0);
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@@ -136,11 +259,11 @@ class Tester {
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this._window.clear(0, 0, 0.5, 1);
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this._window.clear(0, 0, 0.5, 1);
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shaderPipeline.bind();
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shaderPipeline.bind();
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- vao.bind();
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- vbo.bind();
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- glDrawArrays(GL_TRIANGLES, 0, 3);
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- vbo.unbind();
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- vao.unbind();
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+ mesh.vao.bind();
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+ //vboVertexData.bind();
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+ glDrawArrays(GL_TRIANGLES, 0, mesh.vertexData.length);
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+ //vbo.unbind();
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+ mesh.vao.unbind();
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shaderPipeline.unbind();
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shaderPipeline.unbind();
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TwDraw();
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TwDraw();
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@@ -148,13 +271,42 @@ class Tester {
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this._window.swapBuffers();
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this._window.swapBuffers();
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++frameCount;
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++frameCount;
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- if(frameCount % 100 == 0) {
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+ //if(frameCount % 100 == 0) {
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updateWindows();
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updateWindows();
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time = glfwGetTime();
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time = glfwGetTime();
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fps = cast(double)frameCount / time;
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fps = cast(double)frameCount / time;
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- }
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+ //}
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}
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}
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}
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}
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+
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+
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+ void onSize(Window w, int x, int y) {
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+ }
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+
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+ void onPosition(Window w, int x, int y) {
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+ }
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+
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+
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+//#define GLFW_MOUSE_BUTTON_LAST GLFW_MOUSE_BUTTON_8
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+//#define GLFW_MOUSE_BUTTON_LEFT GLFW_MOUSE_BUTTON_1
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+//#define GLFW_MOUSE_BUTTON_RIGHT GLFW_MOUSE_BUTTON_2
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+//#define GLFW_MOUSE_BUTTON_MIDDLE GLFW_MOUSE_BUTTON_3
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+//
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+//
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+// TW_MOUSE_LEFT = 1,
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+// TW_MOUSE_MIDDLE = 2,
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+// TW_MOUSE_RIGHT = 3
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+
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+ void onButton(Window w , int b, ButtonAction a) {
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+ TwMouseAction action = a == ButtonAction.Pressed ? TW_MOUSE_PRESSED : TW_MOUSE_RELEASED;
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+ TwMouseButtonID button = b;
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+ TwMouseButton(action, button);
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+ }
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+
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+ void onCursorPos(Window w, double x, double y) {
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+
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+ TwMouseMotion(cast(int)x, this._window.getBounds()[3] - cast(int)y);
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+ }
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void stop() {
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void stop() {
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this._keepRunning = false;
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this._keepRunning = false;
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