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CoreGL.d
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CoreGL.d
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/*
* This file is part of gtkD.
*
* dui is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* dui is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with dui; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110, USA
*/
// To compile:
// [gdc] gdc CoreGL.d `pkg-config gtkd-3 gl --cflags --libs`
// [dmd] rdmd `pkg-config gtkd-3 --cflags` -L-lGL -L-ldl CoreGL.d
module coreGL.CoreGL;
import std.string;
import gio.Application : GioApplication = Application;
import gtk.Application;
import gtk.ApplicationWindow;
import gdk.GLContext;
import gtk.DrawingArea;
import gtk.GLArea;
import gtk.Widget;
import glcore;
int main(string[] args)
{
Application application;
void activateCoreGL(GioApplication app)
{
auto mainWnd = new ApplicationWindow(application);
mainWnd.setTitle("Simplest GLArea + CoreGL Example");
auto wnd = new CoreGL;
mainWnd.add(wnd);
mainWnd.showAll();
}
application = new Application("org.gtkd.demo.gl.core", GApplicationFlags.FLAGS_NONE);
application.addOnActivate(&activateCoreGL);
return application.run(args);
}
/**
* A really simple Demo illustrating OpenGL core profile with GtkD
* This example is provided under the terms of the GPL License.
*
* @author sebastien.alaiwan@gmail.com
*/
class CoreGL : GLArea
{
public:
this()
{
setAutoRender(true);
addEvents(GdkEventMask.BUTTON_PRESS_MASK);
addEvents(GdkEventMask.SCROLL_MASK);
addOnRender(&render);
addOnRealize(&realize);
addOnUnrealize(&unrealize);
showAll();
}
GLuint m_Vao;
GLuint m_Program;
GLuint m_Mvp;
void realize(Widget)
{
makeCurrent();
GLuint position_index;
GLuint color_index;
initShaders(&m_Program, &m_Mvp, &position_index, &color_index);
initBuffers(position_index, color_index);
}
void unrealize(Widget)
{
makeCurrent();
glDeleteBuffers(1, &m_Vao);
glDeleteProgram(m_Program);
}
bool render(GLContext c, GLArea a)
{
makeCurrent();
glClearColor(0.3, 0.3, 0.3, 1);
glClear(GL_COLOR_BUFFER_BIT);
drawTriangle();
glFlush();
return true;
}
void drawTriangle()
{
immutable mvp = getIdentityMatrix();
glUseProgram(m_Program);
// update the "mvp" matrix we use in the shader
glUniformMatrix4fv(m_Mvp, 1, GL_FALSE, mvp.ptr);
glBindBuffer(GL_ARRAY_BUFFER, m_Vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);
// draw the three vertices as a triangle
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
}
void initBuffers(uint position_index, uint color_index)
{
static immutable GLfloat[] vertex_data =
[
0.0f, 0.5f, 0.0f, 1.0f,
0.5f, -0.366f, 0.0f, 1.0f,
-0.5f, -0.366f, 0.0f, 1.0f,
];
// we need to create a VAO to store the other buffers
glGenVertexArrays(1, &m_Vao);
glBindVertexArray(m_Vao);
// this is the VBO that holds the vertex data
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, vertex_data.length * float.sizeof, vertex_data.ptr, GL_STATIC_DRAW);
// reset the state; we will re-enable the VAO when needed
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void initShaders(uint* program_out, uint* mvp_location_out, uint* position_location_out, uint* color_location_out)
{
const vertex = compileShader(GL_VERTEX_SHADER, VertShaderCode ~ "\0");
scope(exit) glDeleteShader(vertex);
const fragment = compileShader(GL_FRAGMENT_SHADER, FragShaderCode ~ "\0");
scope(exit) glDeleteShader(fragment);
const program = glCreateProgram();
glAttachShader(program, vertex);
scope(exit) glDetachShader(program, vertex);
glAttachShader(program, fragment);
scope(exit) glDetachShader(program, fragment);
glLinkProgram(program);
int status = 0;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(status == GL_FALSE)
{
int len = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &len);
char[] buffer;
buffer.length = len + 1;
glGetProgramInfoLog(program, len, null, buffer.ptr);
glDeleteProgram(program);
throw new Exception(format("Linking failure in program: %s", buffer));
}
*program_out = program;
*mvp_location_out = glGetUniformLocation(program, "mvp");
*position_location_out = glGetAttribLocation(program, "position");
*color_location_out = glGetAttribLocation(program, "color");
}
uint compileShader(int type, string source)
{
const shader = glCreateShader(type);
scope(failure) glDeleteShader(shader);
const(char)*srcPtr = source.ptr;
glShaderSource(shader, 1, &srcPtr, null);
glCompileShader(shader);
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_FALSE)
{
int len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
char[] buffer;
buffer.length = len + 1;
glGetShaderInfoLog(shader, len, null, buffer.ptr);
const sType = type == GL_VERTEX_SHADER ? "vertex" : "fragment";
throw new Exception(format("Compilation failure in %s shader: %s", sType, buffer));
}
return shader;
}
float[16] getIdentityMatrix() pure
{
float[4 * 4] mat;
// identity matrix
for(int x=0;x < 4;++x)
for(int y=0;y < 4;++y)
mat[x+y*4] = x==y ? 1 : 0;
return mat;
}
immutable FragShaderCode = `
#version 130
smooth in vec4 vertexColor;
out vec4 outputColor;
void main() {
outputColor = vertexColor;
}`;
immutable VertShaderCode = `
#version 130
in vec3 position;
in vec3 color;
uniform mat4 mvp;
smooth out vec4 vertexColor;
void main() {
gl_Position = mvp * vec4(position, 1.0);
vertexColor = vec4(color, 1.0);
}`;