create Mode interface, move default mode into FadingLogosMode class
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c3a3379b56
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57
src/fading_logos_mode.d
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57
src/fading_logos_mode.d
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@ -0,0 +1,57 @@
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import derelict.opengl3.gl3;
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import gl3n.linalg;
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static import logo;
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import screensaver;
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import mode;
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import default_shader;
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class FadingLogosMode : Mode
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{
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DefaultShader m_shader;
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public void init(ScreenSaver ss)
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{
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glViewport(0, 0, ss.get_width(), ss.get_height());
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m_shader = new DefaultShader();
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m_shader.bind();
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}
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public void display(ScreenSaver ss, int ms)
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{
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mat4 view_matrix;
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glClear(GL_COLOR_BUFFER_BIT);
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view_matrix.make_identity();
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view_matrix.scale(ss.get_height() / cast(float)ss.get_width(), 1.0, 1.0);
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double scale = 0.35 * ss.get_width() * 1080.0 / (ss.get_height() * 1920.0);
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view_matrix.scale(scale, scale, scale);
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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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draw_letter(logo.GENTEX, i);
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}
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for (int i = 0; i < N_CORPORATION; i++)
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{
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draw_letter(logo.CORPORATION, i);
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}
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}
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protected void draw_letter(int word, int character)
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{
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float color[] =
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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_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_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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}
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@ -1,4 +1,7 @@
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import screensaver;
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import mode;
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import fading_logos_mode;
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extern(C) void GetDisplaySize(int * width, int * height, int * num_monitors);
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@ -11,7 +14,10 @@ int main()
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width = 1920 * 2; /* restrict to two monitors */
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ScreenSaver ss = new ScreenSaver(width, height);
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ss.run();
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Mode modes[] = [
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new FadingLogosMode(),
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];
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ss.run(modes);
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return 0;
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}
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16
src/mode.d
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16
src/mode.d
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@ -0,0 +1,16 @@
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import screensaver;
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interface Mode
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{
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/**
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* Initialize the ScreenSaver mode.
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*/
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public void init(ScreenSaver ss);
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/**
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* Draw the screen.
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*
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* @param[in] ms Elapsed milliseconds since this mode was started.
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*/
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public void display(ScreenSaver ss, int ms);
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}
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@ -3,10 +3,9 @@ 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.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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import mode;
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immutable int N_GENTEX = 6;
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immutable int N_CORPORATION = 11;
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@ -17,54 +16,6 @@ class ScreenSaver
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protected int m_height;
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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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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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{
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float color[] =
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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_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_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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{
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mat4 view_matrix;
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glClear(GL_COLOR_BUFFER_BIT);
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view_matrix.make_identity();
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view_matrix.scale(m_height / cast(float)m_width, 1.0, 1.0);
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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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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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draw_letter(logo.GENTEX, i);
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}
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for (int i = 0; i < N_CORPORATION; i++)
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{
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draw_letter(logo.CORPORATION, i);
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}
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SDL_GL_SwapWindow(m_window);
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}
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this(int width, int height)
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{
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@ -106,9 +57,9 @@ class ScreenSaver
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logo.init();
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}
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void run()
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public void run(Mode modes[])
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{
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init();
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modes[0].init(this);
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SDL_Event event;
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for (;;)
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@ -118,7 +69,8 @@ class ScreenSaver
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if ((event.type == SDL_QUIT) || (event.type == SDL_KEYDOWN))
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break;
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}
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display();
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modes[0].display(this, SDL_GetTicks());
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SDL_GL_SwapWindow(m_window);
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}
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SDL_GL_DeleteContext(m_context);
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@ -127,4 +79,14 @@ class ScreenSaver
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SDL_Quit();
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}
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public int get_width()
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{
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return m_width;
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}
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public int get_height()
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{
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return m_height;
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}
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}
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