refactor shader code into DefaultShader class
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38
src/default_shader.d
Normal file
38
src/default_shader.d
Normal file
@ -0,0 +1,38 @@
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import derelict.opengl3.gl3;
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import glamour.shader;
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class DefaultShader
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{
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public GLint view_idx;
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public GLint position_idx;
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public GLint color_idx;
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protected Shader m_program;
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this()
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{
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immutable string shader_src = `
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vertex:
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uniform mat4 view;
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in vec2 position;
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void main(void)
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{
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gl_Position = view * vec4(position, 0.0, 1.0);
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}
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fragment:
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uniform vec3 color;
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void main(void)
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{
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gl_FragColor = vec4(color, 1.0);
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}
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`;
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m_program = new Shader("program", shader_src);
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view_idx = m_program.get_uniform_location("view");
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position_idx = m_program.get_attrib_location("position");
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color_idx = m_program.get_uniform_location("color");
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}
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void bind()
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{
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m_program.bind();
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}
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}
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@ -2,10 +2,11 @@ import std.stdio;
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import derelict.sdl2.sdl;
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import derelict.opengl3.gl3;
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import glamour.vao;
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import glamour.shader;
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import glamour.vbo;
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import gl3n.linalg;
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static import logo;
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import default_shader;
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immutable int N_GENTEX = 6;
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immutable int N_CORPORATION = 11;
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@ -14,37 +15,16 @@ class ScreenSaver
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{
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protected int m_width;
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protected int m_height;
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protected GLint m_position_idx;
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protected GLint m_view_idx;
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protected GLint m_color_idx;
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protected Shader m_program;
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protected SDL_Window * m_window;
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protected SDL_GLContext m_context;
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DefaultShader m_shader;
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protected void init()
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, m_width, m_height);
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immutable string shader_src = `
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vertex:
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uniform mat4 view;
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in vec2 position;
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void main(void)
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{
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gl_Position = view * vec4(position, 0.0, 1.0);
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}
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fragment:
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uniform vec3 color;
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void main(void)
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{
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gl_FragColor = vec4(color, 1.0);
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}
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`;
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m_program = new Shader("program", shader_src);
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m_program.bind();
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m_position_idx = m_program.get_attrib_location("position");
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m_view_idx = m_program.get_uniform_location("view");
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m_color_idx = m_program.get_uniform_location("color");
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m_shader = new DefaultShader();
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m_shader.bind();
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}
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protected void draw_letter(int word, int character)
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@ -53,12 +33,12 @@ class ScreenSaver
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(word == logo.GENTEX)
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? [0.0, 93.0/255.0, 171.0/255.0]
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: [187.0/255.0, 188.0/255.0, 190.0/255.0];
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glUniform3fv(m_color_idx, 1, color.ptr);
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logo.draw(logo.FACE, word, character, m_position_idx);
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glUniform3fv(m_shader.color_idx, 1, color.ptr);
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logo.draw(logo.FACE, word, character, m_shader.position_idx);
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color = [1.0, 1.0, 1.0];
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glUniform3fv(m_color_idx, 1, color.ptr);
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logo.draw(logo.WIRE, word, character, m_position_idx);
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glUniform3fv(m_shader.color_idx, 1, color.ptr);
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logo.draw(logo.WIRE, word, character, m_shader.position_idx);
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}
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protected void display()
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@ -71,8 +51,7 @@ class ScreenSaver
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double scale = 0.35 * m_width * 1080.0 / (m_height * 1920.0);
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view_matrix.scale(scale, scale, scale);
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m_program.bind();
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glUniformMatrix4fv(m_view_idx, 1, GL_TRUE, view_matrix.value_ptr);
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glUniformMatrix4fv(m_shader.view_idx, 1, GL_TRUE, view_matrix.value_ptr);
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for (int i = 0; i < N_GENTEX; i++)
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{
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