fun with dots
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@@ -13,14 +13,6 @@ namespace Game
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Cubes.Setup(data.EntityStorage);
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if (Cubes.Count == 0)
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{
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uint64_t state = 0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_MSAA;
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for (uint32_t yy = 0; yy < 11; ++yy)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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@@ -48,10 +40,23 @@ namespace Game
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void Cube::Update()
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{
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double time = GetInstance().Now;
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bx::mtxRotateXY(Transform.M, time + TestX * 0.1f, time * 2 + TestY * .37f);
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Transform.M[12] = -15.0f + float(TestX) * 3.0f;
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Transform.M[13] = -15.0f + float(TestY) * 3.0f;
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Transform.M[14] = 0.0f;
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double globalTime = GetInstance().Now;
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double time = TestY <= 5 ? globalTime * 0.1f : 0.0f;
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if (TestX == 4 && TestY == 4)
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{
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bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(2.0f, -30.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
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}
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else
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{
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float rot[16]{0};
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bx::mtxRotateXY(rot, time + TestX * 0.1f, time * 2 + TestY * .37f);
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float scale[16]{0};
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bx::mtxScale(scale, 1.0f + TestX * 0.4f);
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float pos[16]{0};
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bx::mtxTranslate(pos, TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, TestX);
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float buf[16]{0};
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bx::mtxMul(buf, scale, rot);
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bx::mtxMul(Transform.M, buf, pos);
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}
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}
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}
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