use logo module to draw characters, remove VAOs/VBOs from gss.d
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a1ff570721
commit
8e6a3ef870
93
src/gss.d
93
src/gss.d
@ -5,45 +5,26 @@ 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 logoobj;
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static import logo;
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enum int WIDTH = 1920;
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enum int HEIGHT = 1080;
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enum int WIDTH = 600;
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enum int HEIGHT = 450;
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GLint position_idx;
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GLint position2_idx;
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GLint color_idx;
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GLint view_idx;
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GLint view2_idx;
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GLint color_idx;
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mat4 view_matrix;
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Shader program;
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Shader program2;
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VAO vao;
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void init()
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{
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logo.init();
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glClearColor (1.0, 0.7, 0.0, 0.0);
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// glClearColor (1.0, 0.7, 0.0, 0.0);
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, WIDTH, 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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in vec3 color;
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out vec3 color_i;
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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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color_i = color;
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}
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fragment:
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in vec3 color_i;
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void main(void)
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{
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gl_FragColor = vec4(color_i, 1.0);
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}
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`;
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immutable string shader2_src = `
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vertex:
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uniform mat4 view;
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in vec2 position;
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@ -52,34 +33,17 @@ vertex:
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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(0, 0.3, 0.8, 1.0);
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gl_FragColor = vec4(color, 1.0);
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}
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`;
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vao = new VAO();
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vao.bind();
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program = new Shader("program", shader_src);
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program2 = new Shader("program2", shader2_src);
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program.bind();
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position_idx = program.get_attrib_location("position");
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position2_idx = program2.get_attrib_location("position");
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color_idx = program.get_attrib_location("color");
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float[] vertices = [0.4, 0.4, -0.4, 0.4, -0.4, -0.4, 0.4, -0.4];
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float[] colors = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0];
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ushort[] indices = [0, 1, 2, 3];
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Buffer vbo = new Buffer(vertices);
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vbo.bind();
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glEnableVertexAttribArray(position_idx);
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glVertexAttribPointer(position_idx, 2, GL_FLOAT, GL_FALSE, 0, null);
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Buffer cbo = new Buffer(colors);
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cbo.bind();
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glEnableVertexAttribArray(color_idx);
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glVertexAttribPointer(color_idx, 3, GL_FLOAT, GL_FALSE, 0, null);
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ElementBuffer ibo = new ElementBuffer(indices);
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ibo.bind();
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view_idx = program.get_uniform_location("view");
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view2_idx = program2.get_uniform_location("view");
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color_idx = program.get_uniform_location("color");
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}
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void display(SDL_Window * window)
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@ -87,20 +51,36 @@ void display(SDL_Window * window)
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glClear(GL_COLOR_BUFFER_BIT);
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view_matrix.make_identity();
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view_matrix.rotatez(SDL_GetTicks() / 500.0);
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// view_matrix.rotatez(SDL_GetTicks() / 500.0);
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view_matrix.scale(HEIGHT / cast(float)WIDTH, 1.0, 1.0);
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view_matrix.scale(0.25, 0.25, 0.25);
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program.bind();
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vao.bind();
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glUniformMatrix4fv(view_idx, 1, GL_TRUE, view_matrix.value_ptr);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, null);
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view_matrix.make_identity();
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view_matrix.scale(HEIGHT / cast(float)WIDTH, 1.0, 1.0);
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float[] color = [0.0, 0.0, 1.0];
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glUniform3fv(color_idx, 1, color.ptr);
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for (int i = 0; i < 6; i++)
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{
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logo.draw(logo.FACE, logo.GENTEX, i, position_idx);
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}
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program2.bind();
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glUniformMatrix4fv(view_idx, 1, GL_TRUE, view_matrix.value_ptr);
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logo.draw(logo.WIRE, logo.GENTEX, 2, position2_idx);
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for (int i = 0; i < 11; i++)
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{
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logo.draw(logo.FACE, logo.CORPORATION, i, position_idx);
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}
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color = [1.0, 1.0, 1.0];
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glUniform3fv(color_idx, 1, color.ptr);
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for (int i = 0; i < 6; i++)
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{
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logo.draw(logo.WIRE, logo.GENTEX, i, position_idx);
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}
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for (int i = 0; i < 11; i++)
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{
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logo.draw(logo.WIRE, logo.CORPORATION, i, position_idx);
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}
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SDL_GL_SwapWindow(window);
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}
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@ -118,11 +98,12 @@ int main()
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}
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SDL_Window * window = SDL_CreateWindow("Gentex ScreenSaver",
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0,
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0,
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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WIDTH,
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HEIGHT,
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SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
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// SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS);
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SDL_WINDOW_OPENGL);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (window == null)
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