forked from StudioInfinity/dyna3
Add more test assemblies (#103)
This PR helps probe the capabilities of the engine. Also adjusts the realization triggering system to reduce redundant realizations as we set an assembly's regulators during loading. Specificially, consolidates all calls to `realize()` into a single effect, which is triggered by the `needs_realization` signal. Also introduces a `keep_realized` signal and use it to pause realization while loading assemblies, but this signal is planned for removal as ultimately we do not want a separate "mode" of interpreting commands during loading, for maximal reproducibility of results (and simplicity of system). Co-authored-by: Aaron Fenyes <aaron.fenyes@fareycircles.ooo> Reviewed-on: StudioInfinity/dyna3#103 Co-authored-by: Vectornaut <vectornaut@nobody@nowhere.net> Co-committed-by: Vectornaut <vectornaut@nobody@nowhere.net>
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#version 300 es
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in vec4 position;
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in vec4 color;
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in float highlight;
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in float selected;
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out vec4 point_color;
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out float point_highlight;
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out float total_radius;
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// camera
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const float focal_slope = 0.3;
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void main() {
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total_radius = 5. + 0.5*selected;
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float depth = -focal_slope * position.z;
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gl_Position = vec4(position.xy / depth, 0., 1.);
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gl_PointSize = 2.*total_radius;
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point_color = color;
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point_highlight = highlight;
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}
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