Tuesday, October 2, 2012

D Programming: OpenGL 3.x+ (for Windon't 7) Part 3

First of all, here are some important links you need to bookmark and frequent for D/Derelict/MonoD/COOLSHIT:



Things you'll need:

  • zlib1.dll
  • SDL2.dll
  • SDL2_image.dll
  • libpng15-15.dll
You will put these into your project next to your .exe file you run.

Here is the project code...


import std.stdio;      //required libpng15-15.dll + zlib1.dll placed next to .exe
import std.string; 
import std.conv; 
import std.path; 
import std.file; 
import derelict.sdl2.sdl; 
import derelict.sdl2.image; 
import derelict.opengl3.gl3; 

pragma(lib, "DerelictUtil.lib"); 
pragma(lib, "DerelictSDL2.lib"); 
pragma(lib, "DerelictGL3.lib"); 

SDL_Window *win; 
SDL_GLContext context; 
int w=800, h=600; 
bool running=true; 
uint shader = 0, vao = 0, tid = 0, colLoc = 0; 
int flags=SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_SHOWN; 

bool initSDL_GL(){ 
   if(SDL_Init(SDL_INIT_VIDEO) < 0){ 
      writefln("Error initializing SDL"); 
      return false; 
   } 
   SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); 
   SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); 
   SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); 
   SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); 

   win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, 
   SDL_WINDOWPOS_CENTERED, w, h, flags); 
    if(!win){ 
        writefln("Error creating SDL window"); 
      SDL_Quit(); 
      return false; 
     } 

    context=SDL_GL_CreateContext(win); 
    SDL_GL_SetSwapInterval(1); 
    
   glClearColor(0.0, 0.0, 0.0, 1.0); 
   glViewport(0, 0, w, h); 

    DerelictGL3.reload(); 

    return true; 
} 


bool initShaders(){ 
   const string vshader=" 
   #version 330 
   layout(location = 0) in vec3 pos; 
   layout(location = 1) in vec2 texCoords; 

   out vec2 coords; 

   void main(void) 
   { 
      coords=texCoords.st; 

       gl_Position = vec4(pos, 1.0); 
   } 
   "; 
   const string fshader="    
   #version 330 

   uniform sampler2D colMap; 

   in vec2 coords; 
   out vec4 fragColor;

   void main(void) 
   { 
      vec3 col=texture2D(colMap, coords.st).xyz; 

      fragColor = vec4(col, 1.0); 
   } 
   "; 

   shader=glCreateProgram(); 
   if(shader == 0){ 
      writeln("Error: GL did not assigh main shader program id"); 
      return false; 
   } 
   int vshad=glCreateShader(GL_VERTEX_SHADER); 
   const char *vptr=toStringz(vshader); 
   glShaderSource(vshad, 1, &vptr, null); 
   glCompileShader(vshad);    
   int status, len; 
   glGetShaderiv(vshad, GL_COMPILE_STATUS, &status); 
   if(status==GL_FALSE){ 
      glGetShaderiv(vshad, GL_INFO_LOG_LENGTH, &len); 
      char[] error=new char[len]; 
      glGetShaderInfoLog(vshad, len, null, cast(char*)error); 
      writeln(error); 
      return false; 
   } 
   int fshad=glCreateShader(GL_FRAGMENT_SHADER); 
   const char *fptr=toStringz(fshader); 
   glShaderSource(fshad, 1, &fptr, null); 
   glCompileShader(fshad);    
   glGetShaderiv(fshad, GL_COMPILE_STATUS, &status); 
   if(status==GL_FALSE){ 
      glGetShaderiv(fshad, GL_INFO_LOG_LENGTH, &len); 
      char[] error=new char[len]; 
      glGetShaderInfoLog(fshad, len, null, cast(char*)error); 
      writeln(error); 
      return false; 
   } 
   glAttachShader(shader, vshad); 
   glAttachShader(shader, fshad); 
   glLinkProgram(shader); 
   glGetShaderiv(shader, GL_LINK_STATUS, &status); 
   if(status==GL_FALSE){ 
      glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len); 
      char[] error=new char[len]; 
      glGetShaderInfoLog(shader, len, null, cast(char*)error); 
      writeln(error); 
      return false; 
   } 


   return true; 
} 

bool initVAO(){ 
   uint vbov, vboc; 
   const float[] v = [   -0.75f, -0.75f, 0.0f, 
                  0.75f, 0.75f, 0.0f, 
                  -0.75f, 0.75f, 0.0f]; 
   const float[] c = [   0.0f, 0.0f, 
                  1.0f, 1.0f, 
                  0.0f, 1.0f]; 
   glGenVertexArrays(1, &vao); 
   assert(vao > 0); 

   glBindVertexArray(vao); 

   glGenBuffers(1, &vbov); 
   assert(vbov > 0); 
   glBindBuffer(GL_ARRAY_BUFFER, vbov); 
   glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, v.ptr, GL_STATIC_DRAW); 
   glEnableVertexAttribArray(0); 
   glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, null);          
   glBindBuffer(GL_ARRAY_BUFFER, 0); 

   glGenBuffers(1, &vboc); 
   assert(vboc > 0); 
   glBindBuffer(GL_ARRAY_BUFFER, vboc); 
   glBufferData(GL_ARRAY_BUFFER, c.length * GL_FLOAT.sizeof, c.ptr, GL_STATIC_DRAW); 
   glEnableVertexAttribArray(1); 
   glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, null);          
   glBindBuffer(GL_ARRAY_BUFFER, 0); 

   glBindVertexArray(0);    

   return true; 
} 

bool initUniforms(){ 
      glUseProgram(shader); 
   colLoc=glGetUniformLocation(shader, "colMap"); 
   if(colLoc == -1){writeln("Error: main shader did not assign id to sampler2D colMap"); return false;} 

      glUseProgram(shader); 
      glUniform1i(colLoc, 0); 
      glUseProgram(0); 

   return true; 
} 

bool initTex(){ 
   assert(exists("4.png")); 
   SDL_Surface *s=IMG_Load("4.png"); 
   assert(s); 

   glPixelStorei(GL_UNPACK_ALIGNMENT, 4); 
   glGenTextures(1, &tid); 
   assert(tid > 0); 
   glBindTexture(GL_TEXTURE_2D, tid); 

   int mode = GL_RGB; 
   if(s.format.BytesPerPixel == 4) mode=GL_RGBA; 
    
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 
   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); 

   glTexImage2D(GL_TEXTURE_2D, 0, mode, s.w, s.h, 0, mode, GL_UNSIGNED_BYTE, flip(s).pixels); 

   SDL_FreeSurface(s); 
   return true; 
} 

//thanks to tito http://stackoverflow.com/questions/5862097/sdl-opengl-screenshot-is-black 
SDL_Surface* flip(SDL_Surface* sfc) 
{ 
     SDL_Surface* result = SDL_CreateRGBSurface(sfc.flags, sfc.w, sfc.h, 
         sfc.format.BytesPerPixel * 8, sfc.format.Rmask, sfc.format.Gmask, 
         sfc.format.Bmask, sfc.format.Amask); 
     ubyte* pixels = cast(ubyte*) sfc.pixels; 
     ubyte* rpixels = cast(ubyte*) result.pixels; 
     uint pitch = sfc.pitch; 
     uint pxlength = pitch*sfc.h; 
     assert(result != null); 

     for(uint line = 0; line < sfc.h; ++line) { 
         uint pos = line * pitch; 
         rpixels[pos..pos+pitch] = 
             pixels[(pxlength-pos)-pitch..pxlength-pos]; 
     } 

     return result; 
} 


int main(){ 
   try{ 
        DerelictSDL2.load(); 
    }catch(Exception e){ 
        writeln("Error loading SDL2 lib"); 
      return false; 
    } 
    try{ 
        DerelictGL3.load(); 
    }catch(Exception e){ 
        writeln("Error loading GL3 lib"); 
      return false; 
    } 
   try{ 
        DerelictSDL2Image.load(); 
    }catch(Exception e){ 
        writeln("Error loading SDL image lib ", e); 
      return false; 
    } 
    
   writeln("Init SDL_GL: ", initSDL_GL()); 
   writeln("Init shaders: ", initShaders()); 
   writeln("Init VAO: ", initVAO()); 
   writeln("Init uniforms: ", initUniforms()); 
   writeln("Init textures: ", initTex()); 
    
   while(running){ 
      SDL_Event e; 
      while(SDL_PollEvent(&e)){ 
         switch(e.type){ 
            case SDL_KEYDOWN: 
            running=false; 
            break; 
            default: 
            break; 
         } 
      } 
      glClear(GL_COLOR_BUFFER_BIT); 

      glUseProgram(shader);       

      glBindVertexArray(vao); 

      glActiveTexture(GL_TEXTURE0); 
      glBindTexture(GL_TEXTURE_2D, tid); 

      glDrawArrays(GL_TRIANGLES, 0, 6); 

      glBindTexture(GL_TEXTURE_2D, 0); 
      glBindVertexArray(0); 
      glUseProgram(0); 

      SDL_GL_SwapWindow(win); 
   } 

   SDL_GL_DeleteContext(context); 
   SDL_DestroyWindow(win); 
   SDL_Quit(); 

   return 0; 
}
So just paste that into your MonoD project's "main.d" and build/compile/run it. You can exit the program by pressing the "ESC" key. Hope this helps speed up your starting up.

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