202 lines
4.3 KiB
D
202 lines
4.3 KiB
D
#!/usr/bin/env dub
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/+ dub.json:
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{
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"name": "test",
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"dependencies": {
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"bindbc-sdl": "~>0.11.0",
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"gl4d": {"path": "."}
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},
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"versions": ["SDL_209"]
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}
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+/
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import std;
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import bindbc.sdl;
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import gl4d;
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enum ShaderHeader = "#version 330 core
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#extension GL_ARB_explicit_uniform_location : enable";
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enum VertexShaderSource = ShaderHeader~q{
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layout(location=0) in vec4 pos;
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layout(std140) uniform uniformblock {
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float value;
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} ub;
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out vec2 uv;
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out float feedback_value;
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void main() {
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uv = pos.xy;
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gl_Position = pos * ub.value;
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feedback_value = length(pos.xy);
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}
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};
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enum FragmentShaderSource = ShaderHeader~q{
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in vec2 uv;
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layout(std140) uniform uniformblock {
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float value;
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} ub;
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layout(location = 1) uniform sampler2D tex;
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out vec4 color;
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void main() {
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color = texture(tex, uv);
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}
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};
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void Test() {
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auto tex = Texture2D.Create();
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{
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auto data = new ubyte[16*16];
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data[] = ubyte.max;
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Texture2DAllocator allocator;
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allocator.internalFormat = GL_RGBA8;
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allocator.size = vec2i(16, 16);
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allocator.format = GL_RED;
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allocator.type = GL_UNSIGNED_BYTE;
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allocator.data = data.ptr;
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allocator.Allocate(tex);
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}
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auto sampler = Sampler.Create();
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{
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SamplerConfigurer configurer;
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configurer.filterMin = GL_NEAREST;
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configurer.filterMag = GL_NEAREST;
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configurer.Configure(sampler);
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}
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auto buf = ArrayBuffer.Create();
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{
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ArrayBufferAllocator allocator;
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allocator.size = float.sizeof*4*3;
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allocator.data = null;
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allocator.usage = GL_STATIC_DRAW;
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allocator.Allocate(buf);
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auto ptr = buf.MapToWrite!float();
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ptr[0] = 0;
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ptr[1] = 0;
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ptr[2] = 0;
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ptr[3] = 1;
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ptr[4] = 0.5;
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ptr[5] = 0.5;
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ptr[6] = 0;
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ptr[7] = 1;
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ptr[8] = 0.5;
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ptr[9] = 0;
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ptr[10] = 0;
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ptr[11] = 1;
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}
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auto buf_tf = ArrayBuffer.Create();
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{
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ArrayBufferAllocator allocator;
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allocator.size = float.sizeof * 3;
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allocator.data = null;
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allocator.usage = GL_STREAM_COPY;
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allocator.Allocate(buf_tf);
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}
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auto ub = UniformBuffer.Create();
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{
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const data = 1.5f;
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UniformBufferAllocator allocator;
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allocator.size = float.sizeof;
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allocator.data = &data;
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allocator.usage = GL_STATIC_DRAW;
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allocator.Allocate(ub);
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}
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ProgramRef program;
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{
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ProgramLinker linker;
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linker.vertex = VertexShader.Compile(VertexShaderSource);
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linker.fragment = FragmentShader.Compile(FragmentShaderSource);
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linker.feedbackVaryings = ["feedback_value"];
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linker.feedbackInterleaved = true;
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program = linker.Link();
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program.NumberUniformBlocks!(["uniformblock"]);
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program.Use();
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program.uniform!1 = 0;
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}
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auto va = VertexArray.Create();
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{
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va.Bind();
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VertexArrayAttacher attacher;
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attacher.index = 0;
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attacher.type = GL_FLOAT;
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attacher.dimension = 4;
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attacher.Attach(va, buf);
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}
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auto rb = Renderbuffer.Create();
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{
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RenderbufferAllocator allocator;
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allocator.format = GL_RGB8;
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allocator.size = vec2i(32, 32);
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allocator.Allocate(rb);
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}
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auto fb = Framebuffer.Create();
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{
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fb.Bind();
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fb.attachment!GL_COLOR_ATTACHMENT0 = rb;
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fb.attachmentOrder = [GL_COLOR_ATTACHMENT0];
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fb.Validate();
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fb.Unbind();
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}
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buf_tf.BindForTransformFeedback(0);
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ub.BindForUniformBlock(0);
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tex.BindToUnit(GL_TEXTURE0);
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sampler.Bind(0);
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gl.BeginTransformFeedback(GL_POINTS);
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gl.PointSize(5);
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gl.DrawArrays(GL_POINTS, 0, 3);
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gl.EndTransformFeedback();
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{
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auto ptr = buf_tf.MapToRead!float();
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static foreach (i; 0..3) ptr[i].writeln;
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}
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}
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void main() {
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(loadSDL() == sdlSupport).
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enforce("SDL library loading failed.");
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SDL_Init(SDL_INIT_VIDEO);
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scope(exit) SDL_Quit();
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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auto win = SDL_CreateWindow("gl4d testing", 0, 0, 100, 100, SDL_WINDOW_OPENGL).
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enforce("Failed creating OpenGL window.");
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scope(exit) SDL_DestroyWindow(win);
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auto context = SDL_GL_CreateContext(win);
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SDL_GL_MakeCurrent(win, context);
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gl.ApplyContext();
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Test();
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SDL_GL_SwapWindow(win);
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SDL_Delay(3000);
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}
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