125 lines
3.1 KiB
D
125 lines
3.1 KiB
D
import std.stdio;
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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.shader;
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import glamour.vbo;
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import gl3n.linalg;
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enum int WIDTH = 800;
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enum int HEIGHT = 600;
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GLint position_idx;
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GLint color_idx;
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GLint view_idx;
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mat4 view_matrix;
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void init()
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{
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glClearColor (1.0, 0.7, 0.0, 0.0);
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glViewport(0, 0, WIDTH, HEIGHT);
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immutable string shader_src = `
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vertex:
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uniform mat4 view;
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in vec2 position;
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in vec3 color;
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out vec3 color_i;
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void main(void)
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{
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gl_Position = view * vec4(position, 0.0, 1.0);
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color_i = color;
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}
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fragment:
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in vec3 color_i;
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void main(void)
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{
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gl_FragColor = vec4(color_i, 1.0);
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}
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`;
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VAO vao = new VAO();
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Shader program = new Shader("program", shader_src);
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program.bind();
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position_idx = program.get_attrib_location("position");
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color_idx = program.get_attrib_location("color");
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float[] vertices = [0.4, 0.4, -0.4, 0.4, -0.4, -0.4, 0.4, -0.4];
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float[] colors = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0];
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ushort[] indices = [0, 1, 2, 3];
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Buffer vbo = new Buffer(vertices);
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vbo.bind();
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glEnableVertexAttribArray(position_idx);
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glVertexAttribPointer(position_idx, 2, GL_FLOAT, GL_FALSE, 0, null);
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Buffer cbo = new Buffer(colors);
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cbo.bind();
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glEnableVertexAttribArray(color_idx);
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glVertexAttribPointer(color_idx, 3, GL_FLOAT, GL_FALSE, 0, null);
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ElementBuffer ibo = new ElementBuffer(indices);
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ibo.bind();
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view_idx = program.get_uniform_location("view");
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}
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void display(SDL_Window * window)
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{
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glClear(GL_COLOR_BUFFER_BIT);
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view_matrix.make_identity();
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view_matrix.rotatez(SDL_GetTicks() / 500.0);
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glUniformMatrix4fv(view_idx, 1, GL_TRUE, view_matrix.value_ptr);
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glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, null);
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SDL_GL_SwapWindow(window);
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}
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int main()
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{
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DerelictSDL2.load();
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DerelictGL3.load();
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if (SDL_Init(SDL_INIT_EVERYTHING))
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{
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writeln("Failed to initialize SDL!");
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return 1;
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}
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SDL_Window * window = SDL_CreateWindow("d-dub-derelict-sdl2-gl3-demo",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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WIDTH,
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HEIGHT,
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SDL_WINDOW_OPENGL);
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SDL_GLContext context = SDL_GL_CreateContext(window);
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if (window == null)
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{
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writeln("Failed to create SDL window!");
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return 1;
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}
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DerelictGL3.reload();
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init();
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SDL_Event event;
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for (;;)
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{
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if (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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break;
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
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break;
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}
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}
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display(window);
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}
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SDL_GL_DeleteContext(context);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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