[Working-in-progress]
High-level OpenGL Wrapper/Helper.
- Easy to use OpenGL 3.x
- Memory/Resource safety(all objects are freed automatically)
- dglsl support(Write shader codes in Dlang source)
- Auto-generated vertex attribute configuration
objectivegl.core: https://pctg-x8.github.io/docs/objectivegl/core.html
objectivegl.utils: https://pctg-x8.github.io/docs/objectivegl/utils.html
Add project directory(.
) to stringImportPaths
in project settings(dub.sdl).
import derelict.glfw3.glfw3;
import objectivegl; // Objective-GL
import dglsl;
final class VertexShaderSource : Shader!Vertex
{
@input
{
vec2 pos;
vec4 color;
}
@output vec4 col_frag;
void main()
{
col_frag = color;
gl_Position = vec4(pos, 0.0f, 1.0f);
}
}
final class FragmentShaderSource : Shader!Fragment
{
@input vec4 col_frag;
@output vec4 color;
void main() { color = col_frag; }
}
struct VertexData
{
// input elements are marked by @element attribute
@element("pos") float[2] pos;
@element("color") float[4] col;
}
void main()
{
DerelictGL3.load();
DerelictGLFW3.load();
if(!glfwInit()) throw new Exception("GLFW initialization failed.");
scope(exit) glfwTerminate();
// For Intel Graphics(Forced to use OpenGL 3.3 Core Profile)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
auto pWindow = glfwCreateWindow(640, 480, "Rendering with Objective-GL", null, null);
if(pWindow is null) throw new Exception("GLFW window creation failed.");
glfwMakeContextCurrent(pWindow);
DerelictGL3.reload();
// objective-gl resources //
auto shader = ShaderProgram.fromDSLClasses!(VertexData, VertexShaderSource, FragmentShaderSource);
auto vertices = VertexArray.fromSlice([
VertexData([0.0f, 0.0f], [1.0f, 1.0f, 1.0f, 1.0f]),
VertexData([1.0f, 0.0f], [0.0f, 1.0f, 1.0f, 1.0f]),
VertexData([0.0f, 1.0f], [1.0f, 0.0f, 1.0f, 1.0f])
], shader);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
while(!glfwWindowShouldClose(pWindow))
{
int w, h;
glfwGetFramebufferSize(pWindow, &w, &h);
glViewport(0, 0, w, h);
glClear(GL_COLOR_BUFFER_BIT);
vertices.drawInstanced!GL_TRIANGLES(1);
shader.activate();
glfwSwapBuffers(pWindow);
glfwWaitEvents();
}
}
- Create Texture2D from image files
- Texture1D/3D support
- Integer type support for Input Element Descriptor
- HDR/Buffer-like Pixel Format support
- Tessellator stage shaders support