construct logo VAOs
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@ -5,7 +5,7 @@ import glamour.vao;
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import glamour.shader;
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import glamour.shader;
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import glamour.vbo;
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import glamour.vbo;
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import gl3n.linalg;
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import gl3n.linalg;
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import logo;
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static import logo;
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enum int WIDTH = 1920;
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enum int WIDTH = 1920;
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enum int HEIGHT = 1080;
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enum int HEIGHT = 1080;
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@ -17,6 +17,7 @@ mat4 view_matrix;
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void init()
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void init()
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{
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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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glViewport(0, 0, WIDTH, HEIGHT);
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glViewport(0, 0, WIDTH, HEIGHT);
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immutable string shader_src = `
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immutable string shader_src = `
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16
src/logo.d
16
src/logo.d
@ -9,15 +9,29 @@ immutable enum int GENTEX = 0;
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immutable enum int CORPORATION = 1;
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immutable enum int CORPORATION = 1;
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/* Indexed by: face/wire, word, character */
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/* Indexed by: face/wire, word, character */
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VAO[][2][2] m_vaos;
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VAO[][2][2] object_vaos;
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void init()
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void init()
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{
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{
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Buffer vertices_buffer = new Buffer(logoobj.vertices);
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int[][][][] objects = [logoobj.fg, logoobj.fc, logoobj.lg, logoobj.lc];
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int[][][][] objects = [logoobj.fg, logoobj.fc, logoobj.lg, logoobj.lc];
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int objects_index;
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for (int draw_type = FACE; draw_type <= WIRE; draw_type++)
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for (int draw_type = FACE; draw_type <= WIRE; draw_type++)
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{
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{
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for (int word = GENTEX; word <= CORPORATION; word++)
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for (int word = GENTEX; word <= CORPORATION; word++)
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{
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{
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object_vaos[draw_type][word].length = objects[objects_index].length;
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for (int char_index = 0;
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char_index < objects[objects_index].length;
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char_index++)
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{
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VAO vao = new VAO();
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vertices_buffer.bind();
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ElementBuffer ibo = new ElementBuffer(objects[objects_index][char_index]);
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ibo.bind();
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object_vaos[draw_type][word][char_index] = vao;
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}
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objects_index++;
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}
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}
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}
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}
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}
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}
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