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Derelict2 bindings for D


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#1 ste3e   Members   -  Reputation: 118

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Posted 20 April 2012 - 05:28 PM

Maybe someone in the big wide world has Derelict2 running. What I have done is created the most parred back, hello world type program that could run under the GL3 enforcement policies dictated by Derelict2, running on DMD2 on XP. Fixed function pipeline is out. The vertex positions fit within clip space so there is no need to be sending projection, view or model matricies to the vertex shader, nor any need therein to be altering the vertex positions; they simply get set to gl_Position. The fragment shader assigns red to gl_FragColor. I have read somewhere that vaos are required for GL3 and that vbos hang pointlessly without the chaperone of a vao, regardless, the code can draw either vao or vbo depending on which draw function is not commented out in the loop. The problem is, however, that neither function draws anything. Yet all the initializations are returning true; the SDL window pops up and gets cleared to black but no red triangle. I can't see where the problem lies.

import std.stdio;
import std.string;
import std.conv;
import derelict.sdl2.sdl;
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;
int shader = 0;
uint vao=0, vbo=0;

bool loadLibs(){
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;
	}
return true;
}
bool initSDL(){
	 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, SDL_WINDOW_OPENGL |
												SDL_WINDOW_SHOWN);
	if(!win){
		writefln("Error creating SDL window");
		SDL_Quit();
		return false;
	 }
	context=SDL_GL_CreateContext(win);
	SDL_GL_SetSwapInterval(1);
	  
	DerelictGL3.reload();

	return true;
}
bool initGL(){
	glClearColor(0.0, 0.0, 0.0, 1.0);
	glViewport(0, 0, w, h);
	return true;
}
bool initShaders(){
	const string vshader="
		#version 330
		layout(location = 0) in vec4 pos;
		void main(void)
		{
			gl_Position = pos;
		}
	";
	const string fshader="
		#version 330
		void main(void)
		{
			gl_FragColor = vec4(1.0, 0.0, 0.0, 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(vshad, 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(){
	const float[] v = [ 0.75f, 0.75f, 0.0f, 1.0f,
								0.75f, -0.75f, 0.0f, 1.0f,
							   -0.75f, -0.75f, 0.0f, 1.0f];

	glGenVertexArrays(1, &vao);
	if(vao<1){
	  writeln("Error: GL failed to assign vao id");
	  return false;
	}

	glBindVertexArray(vao);
	glGenBuffers(1, &vbo);
	if(vbo<1){
	  writeln("Error: GL failed to assign vbo id");
	  return false;
	}

	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);
  
	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glBindVertexArray(0);
	return true;
}

void drawVao(){
	glUseProgram(shader);
	glBindVertexArray(vao);
	glDrawArrays(GL_TRIANGLES, 0, 6);
	glBindVertexArray(0);
	glUseProgram(0);
}
void drawVbo(){
	glUseProgram(shader);
	glBindBuffer(GL_ARRAY_BUFFER, vbo);
	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);
	glDrawArrays(GL_TRIANGLES, 0, 6);

	glBindBuffer(GL_ARRAY_BUFFER, 0);
	glUseProgram(0);
}

int main()
{
	writeln("Load libs: ", loadLibs());
	writeln("Init sdl: ", initSDL());
	writeln("Init gl: ", initGL());
	writeln("Init shaders: ", initShaders());
	writeln("Init vao: ", initVAO());
  
	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);
  
		//drawVao();
		drawVbo();
  
		SDL_GL_SwapWindow(win);
	 }

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

	return 0;
}


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#2 ste3e   Members   -  Reputation: 118

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Posted 21 April 2012 - 06:51 PM

Problem sorted thanks to DMD folk. The &v in glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW); should be &v[0]

#3 knite   Members   -  Reputation: 100

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Posted 03 May 2012 - 02:42 PM

I think in my code I use v.ptr rather than &v[0]. I'm positive dynamic arrays have the ptr property, but I'm not sure about static arrays (though I think they do)




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