move main logic into ScreenSaver class
This commit is contained in:
parent
71a1fc8aac
commit
553c0611c8
140
src/gss.d
140
src/gss.d
@ -1,147 +1,17 @@
|
||||
import std.stdio;
|
||||
import derelict.sdl2.sdl;
|
||||
import derelict.opengl3.gl3;
|
||||
import glamour.vao;
|
||||
import glamour.shader;
|
||||
import glamour.vbo;
|
||||
import gl3n.linalg;
|
||||
static import logo;
|
||||
import screensaver;
|
||||
|
||||
extern(C) void GetDisplaySize(int * width, int * height, int * num_monitors);
|
||||
|
||||
int width;
|
||||
int height;
|
||||
GLint position_idx;
|
||||
GLint view_idx;
|
||||
GLint color_idx;
|
||||
mat4 view_matrix;
|
||||
Shader program;
|
||||
|
||||
void init()
|
||||
{
|
||||
logo.init();
|
||||
glClearColor (0.0, 0.0, 0.0, 0.0);
|
||||
glViewport(0, 0, width, height);
|
||||
immutable string shader_src = `
|
||||
vertex:
|
||||
uniform mat4 view;
|
||||
in vec2 position;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = view * vec4(position, 0.0, 1.0);
|
||||
}
|
||||
fragment:
|
||||
uniform vec3 color;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
`;
|
||||
program = new Shader("program", shader_src);
|
||||
program.bind();
|
||||
position_idx = program.get_attrib_location("position");
|
||||
view_idx = program.get_uniform_location("view");
|
||||
color_idx = program.get_uniform_location("color");
|
||||
}
|
||||
|
||||
void display(SDL_Window * window)
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
view_matrix.make_identity();
|
||||
view_matrix.scale(height / cast(float)width, 1.0, 1.0);
|
||||
view_matrix.scale(0.35, 0.35, 0.35);
|
||||
|
||||
program.bind();
|
||||
glUniformMatrix4fv(view_idx, 1, GL_TRUE, view_matrix.value_ptr);
|
||||
|
||||
float[] color = [0.0, 93.0/255.0, 171.0/255.0];
|
||||
glUniform3fv(color_idx, 1, color.ptr);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
logo.draw(logo.FACE, logo.GENTEX, i, position_idx);
|
||||
}
|
||||
|
||||
color = [187.0/255.0, 188.0/255.0, 190.0/255.0];
|
||||
glUniform3fv(color_idx, 1, color.ptr);
|
||||
for (int i = 0; i < 11; i++)
|
||||
{
|
||||
logo.draw(logo.FACE, logo.CORPORATION, i, position_idx);
|
||||
}
|
||||
|
||||
color = [1.0, 1.0, 1.0];
|
||||
glUniform3fv(color_idx, 1, color.ptr);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
logo.draw(logo.WIRE, logo.GENTEX, i, position_idx);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 11; i++)
|
||||
{
|
||||
logo.draw(logo.WIRE, logo.CORPORATION, i, position_idx);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
int width, height;
|
||||
|
||||
GetDisplaySize(&width, &height, null);
|
||||
if (width > 1920 * 2)
|
||||
width = 1920 * 2; /* restrict to two monitors */
|
||||
|
||||
DerelictSDL2.load();
|
||||
|
||||
DerelictGL3.load();
|
||||
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING))
|
||||
{
|
||||
writeln("Failed to initialize SDL!");
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||
|
||||
SDL_Window * window = SDL_CreateWindow("Gentex ScreenSaver",
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
width,
|
||||
height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
|
||||
|
||||
SDL_GLContext context = SDL_GL_CreateContext(window);
|
||||
|
||||
if (window == null)
|
||||
{
|
||||
writeln("Failed to create SDL window!");
|
||||
return 1;
|
||||
}
|
||||
|
||||
DerelictGL3.reload();
|
||||
|
||||
init();
|
||||
SDL_Event event;
|
||||
for (;;)
|
||||
{
|
||||
if (SDL_PollEvent(&event))
|
||||
{
|
||||
if (event.type == SDL_QUIT)
|
||||
break;
|
||||
else if (event.type == SDL_KEYDOWN)
|
||||
{
|
||||
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
|
||||
break;
|
||||
}
|
||||
}
|
||||
display(window);
|
||||
}
|
||||
|
||||
SDL_GL_DeleteContext(context);
|
||||
|
||||
SDL_DestroyWindow(window);
|
||||
|
||||
SDL_Quit();
|
||||
ScreenSaver ss = new ScreenSaver(width, height);
|
||||
ss.run();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
146
src/screensaver.d
Normal file
146
src/screensaver.d
Normal file
@ -0,0 +1,146 @@
|
||||
import std.stdio;
|
||||
import derelict.sdl2.sdl;
|
||||
import derelict.opengl3.gl3;
|
||||
import glamour.vao;
|
||||
import glamour.shader;
|
||||
import glamour.vbo;
|
||||
import gl3n.linalg;
|
||||
static import logo;
|
||||
|
||||
class ScreenSaver
|
||||
{
|
||||
protected int m_width;
|
||||
protected int m_height;
|
||||
protected GLint m_position_idx;
|
||||
protected GLint m_view_idx;
|
||||
protected GLint m_color_idx;
|
||||
protected Shader m_program;
|
||||
protected SDL_Window * m_window;
|
||||
protected SDL_GLContext m_context;
|
||||
|
||||
protected void init()
|
||||
{
|
||||
logo.init();
|
||||
glClearColor (0.0, 0.0, 0.0, 0.0);
|
||||
glViewport(0, 0, m_width, m_height);
|
||||
immutable string shader_src = `
|
||||
vertex:
|
||||
uniform mat4 view;
|
||||
in vec2 position;
|
||||
void main(void)
|
||||
{
|
||||
gl_Position = view * vec4(position, 0.0, 1.0);
|
||||
}
|
||||
fragment:
|
||||
uniform vec3 color;
|
||||
void main(void)
|
||||
{
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
`;
|
||||
m_program = new Shader("program", shader_src);
|
||||
m_program.bind();
|
||||
m_position_idx = m_program.get_attrib_location("position");
|
||||
m_view_idx = m_program.get_uniform_location("view");
|
||||
m_color_idx = m_program.get_uniform_location("color");
|
||||
}
|
||||
|
||||
protected void display()
|
||||
{
|
||||
mat4 view_matrix;
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
view_matrix.make_identity();
|
||||
view_matrix.scale(m_height / cast(float)m_width, 1.0, 1.0);
|
||||
view_matrix.scale(0.35, 0.35, 0.35);
|
||||
|
||||
m_program.bind();
|
||||
glUniformMatrix4fv(m_view_idx, 1, GL_TRUE, view_matrix.value_ptr);
|
||||
|
||||
float[] color = [0.0, 93.0/255.0, 171.0/255.0];
|
||||
glUniform3fv(m_color_idx, 1, color.ptr);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
logo.draw(logo.FACE, logo.GENTEX, i, m_position_idx);
|
||||
}
|
||||
|
||||
color = [187.0/255.0, 188.0/255.0, 190.0/255.0];
|
||||
glUniform3fv(m_color_idx, 1, color.ptr);
|
||||
for (int i = 0; i < 11; i++)
|
||||
{
|
||||
logo.draw(logo.FACE, logo.CORPORATION, i, m_position_idx);
|
||||
}
|
||||
|
||||
color = [1.0, 1.0, 1.0];
|
||||
glUniform3fv(m_color_idx, 1, color.ptr);
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
logo.draw(logo.WIRE, logo.GENTEX, i, m_position_idx);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 11; i++)
|
||||
{
|
||||
logo.draw(logo.WIRE, logo.CORPORATION, i, m_position_idx);
|
||||
}
|
||||
|
||||
SDL_GL_SwapWindow(m_window);
|
||||
}
|
||||
|
||||
this(int width, int height)
|
||||
{
|
||||
m_width = width;
|
||||
m_height = height;
|
||||
|
||||
DerelictSDL2.load();
|
||||
|
||||
DerelictGL3.load();
|
||||
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING))
|
||||
{
|
||||
writeln("Failed to initialize SDL!");
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
|
||||
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
|
||||
|
||||
m_window = SDL_CreateWindow("Gentex ScreenSaver",
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
m_width,
|
||||
m_height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
|
||||
|
||||
m_context = SDL_GL_CreateContext(m_window);
|
||||
|
||||
if (m_window == null)
|
||||
{
|
||||
writeln("Failed to create SDL window!");
|
||||
return;
|
||||
}
|
||||
|
||||
DerelictGL3.reload();
|
||||
}
|
||||
|
||||
void run()
|
||||
{
|
||||
init();
|
||||
|
||||
SDL_Event event;
|
||||
for (;;)
|
||||
{
|
||||
if (SDL_PollEvent(&event))
|
||||
{
|
||||
if ((event.type == SDL_QUIT) || (event.type == SDL_KEYDOWN))
|
||||
break;
|
||||
}
|
||||
display();
|
||||
}
|
||||
|
||||
SDL_GL_DeleteContext(m_context);
|
||||
|
||||
SDL_DestroyWindow(m_window);
|
||||
|
||||
SDL_Quit();
|
||||
}
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user