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Example application for gl3n/glamour
-version=Derelict3
-version=SDLImage # needed for glamour (otherwise DevIL would be used for texture loading, but SDL is more common)
-version=gl3n # enable gl3n support in glamour
-debug
-L-lDerelictSDL2
-L-lDerelictUtil
-L-lDerelictGLFW3
-L-lDerelictGL3
-L-ldl
-I../glamour/glamour
../glamour/glamour/gl.d
../glamour/glamour/shader.d
../glamour/glamour/vbo.d
../glamour/glamour/sampler.d
../glamour/glamour/texture.d
../glamour/glamour/util.d
-I../gl3n/gl3n/
../gl3n/gl3n/linalg.d
../gl3n/gl3n/util.d
../gl3n/gl3n/math.d
../gl3n/gl3n/plane.d
../gl3n/gl3n/aabb.d
../gl3n/gl3n/frustum.d
-ofglhw
module glhw;
private {
import std.conv : to;
import glamour.gl;
import glamour.shader : Shader;
import glamour.vbo : Buffer;
import derelict.glfw3.glfw3;
import gl3n.linalg : mat4, vec2;
debug import std.stdio;
}
static this() {
DerelictGLFW3.load();
DerelictGL3.load();
if(!glfwInit()) {
throw new Exception("glfwInit failure: " ~ to!string(glfwErrorString(glfwGetError())));
}
}
GLFWwindow open_glfw_win(int width, int height) {
glfwWindowHint(GLFW_WINDOW_RESIZABLE, GL_FALSE);
auto window = glfwCreateWindow(width, height, "Hello World (I am the title!)", null, null);
if(!window) {
throw new Exception("I am sorry man, I am not able to initialize a window/create an OpenGL context :/.");
}
glfwMakeContextCurrent(window);
glfwSetInputMode(window, GLFW_CURSOR_MODE, GLFW_CURSOR_CAPTURED);
glfwSwapInterval(0); // change this to 1 for vsync
return window;
}
immutable string shader_source = `
#version 130
vertex:
in vec4 position;
in vec4 color;
out vec4 v_color;
uniform vec2 offset;
uniform mat4 proj;
void main() {
vec4 camera_pos = position + vec4(offset, 0.0f, 0.0f);
gl_Position = proj * camera_pos;
v_color = color;
};
fragment:
in vec4 v_color;
out vec4 output_color;
void main() {
output_color = v_color;
}`;
const float[288] vertex_data = [
0.25f, 0.25f, -1.25f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
-0.25f, 0.25f, -1.25f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
-0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
-0.25f, 0.25f, -1.25f, 1.0f,
0.0f, 0.0f, 1.0f, 1.0f,
0.25f, 0.25f, -2.75f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, 0.25f, -2.75f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
0.25f, -0.25f, -2.75f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
0.25f, -0.25f, -2.75f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, 0.25f, -2.75f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, -0.25f, -2.75f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
-0.25f, 0.25f, -1.25f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, -0.25f, -2.75f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -1.25f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, -0.25f, -2.75f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -2.75f, 1.0f,
0.0f, 1.0f, 0.0f, 1.0f,
0.25f, 0.25f, -1.25f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.25f, -0.25f, -2.75f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.25f, -0.25f, -1.25f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.25f, 0.25f, -1.25f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.25f, 0.25f, -2.75f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.25f, -0.25f, -2.75f, 1.0f,
0.5f, 0.5f, 0.0f, 1.0f,
0.25f, 0.25f, -2.75f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.25f, 0.25f, -1.25f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -1.25f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.25f, 0.25f, -2.75f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -1.25f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
-0.25f, 0.25f, -2.75f, 1.0f,
1.0f, 0.0f, 0.0f, 1.0f,
0.25f, -0.25f, -2.75f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
-0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
0.25f, -0.25f, -2.75f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
-0.25f, -0.25f, -2.75f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f,
-0.25f, -0.25f, -1.25f, 1.0f,
0.0f, 1.0f, 1.0f, 1.0f
];
extern(C) {
void key_callback(GLFWwindow* window, int key, int state) {
void* user_ptr = glfwGetWindowUserPointer(window);
HelloWorld hw = cast(HelloWorld)user_ptr;
if(state == GLFW_PRESS) {
hw.on_key_down(key);
} else {
hw.on_key_up(key);
}
}
}
class HelloWorld {
Buffer vbo; // where we store our veertices
Shader shader; // actually it's a OpenGL program with attached shaders
GLFWwindow* window;
int width;
int height;
bool exit = false;
this(int width, int height) {
this.width = width;
this.height = height;
window = open_glfw_win(width, height);
auto glv = DerelictGL3.reload();
debug writefln("OpenGL Version: %s", glv);
// filename can be anything, this is used to identify the shader of compilation or linking fails
shader = new Shader("filename", shader_source);
//shader = new Shader("/tmp/foo.shader"); // this would load the shader from a file
vbo = new Buffer();
vbo.set_data(vertex_data);
glViewport(0, 0, width, height);
setup_proj();
glfwSetWindowUserPointer(window, cast(void *)this);
glfwSetKeyCallback(&key_callback);
}
void setup_proj() {
shader.bind();
mat4 perspective = mat4.perspective(width, height, 60, 0.2f, 3.0f);
shader.uniform("proj", perspective);
}
void display() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
shader.bind(); // in GL: glUseProgram
GLuint position = shader.get_attrib_location("position");
GLuint color = shader.get_attrib_location("color");
float offset = ((glfwGetTime() % 20) - 10.0f) / 20.0f;
shader.uniform("offset", vec2(offset, offset));
// bind-arguments:
// location, type, size, offset, stride
vbo.bind(position, GL_FLOAT, 4, 0, 8*float.sizeof);
vbo.bind(color, GL_FLOAT, 4, 4*float.sizeof, 8*float.sizeof);
// 2 = vertices and color information
// 4 = 4 floats per vertex/color
glDrawArrays(GL_TRIANGLES, 0, vertex_data.length/2/4);
}
void run() {
while(!exit) {
display();
glfwSwapBuffers(window);
glfwPollEvents();
}
}
void on_key_down(int key) {
if(key == GLFW_KEY_ESCAPE) {
exit = true;
}
}
void on_key_up(int key) {}
}
void main() {
scope(exit) glfwTerminate();
auto hello_world = new HelloWorld(1000, 800);
hello_world.run();
}
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