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@@ -1,18 +1,562 @@
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import std.stdio;
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import std.stdio;
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-import three;
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import std.typecons;
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import std.typecons;
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import derelict.opengl3.gl3;
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import derelict.opengl3.gl3;
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-import three.gl.util;
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-
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-import derelict.anttweakbar.anttweakbar;
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import derelict.glfw3.glfw3;
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import derelict.glfw3.glfw3;
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+import derelict.anttweakbar.anttweakbar;
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+import derelict.freeimage.freeimage;
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+import derelict.freetype.ft;
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import derelict.assimp3.assimp;
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import derelict.assimp3.assimp;
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import std.string;
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import std.string;
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import std.experimental.logger;
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import std.experimental.logger;
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+
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+
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+//======================================================================================================================
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+//
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+//======================================================================================================================
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+import std.traits : ReturnType;
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+ReturnType!func glCheck(alias func, Args...)(Args args) {
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+ import std.stdio;
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+ import std.stdio : stderr;
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+ import std.array : join;
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+ import std.range : repeat;
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+ import std.string : format;
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+ try{
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+ debug scope(exit) {
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+ GLenum err = glGetError();
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+ if(err != GL_NO_ERROR) {
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+ stderr.writefln(`OpenGL function "%s(%s)" failed: "%s."`, func.stringof, format("%s".repeat(Args.length).join(", "), args), glErrorString(err));
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+ assert(false);
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+ }
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+ }
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+ }
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+ catch(Exception e){
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+ }
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+
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+ debug if(func is null) {
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+ try{
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+ stderr.writefln("%s is null! OpenGL loaded? Required OpenGL version not supported?".format(func.stringof));
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+ }
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+ catch(Exception e){
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+ assert(false);
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+ }
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+ assert(false);
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+ }
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+ return func(args);
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+}
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+
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+string glErrorString(GLenum error) pure @safe nothrow @nogc {
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+ final switch(error) {
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+ case GL_NO_ERROR: return "no error";
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+ case GL_INVALID_ENUM: return "invalid enum";
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+ case GL_INVALID_VALUE: return "invalid value";
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+ case GL_INVALID_OPERATION: return "invalid operation";
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+ //case GL_STACK_OVERFLOW: return "stack overflow";
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+ //case GL_STACK_UNDERFLOW: return "stack underflow";
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+ case GL_INVALID_FRAMEBUFFER_OPERATION: return "invalid framebuffer operation";
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+ case GL_OUT_OF_MEMORY: return "out of memory";
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+ }
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+ assert(false, "invalid enum");
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+}
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+
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+
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+//======================================================================================================================
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+//
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+//======================================================================================================================
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+alias SoA(T) = T[];
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+
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+//======================================================================================================================
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+//
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+//======================================================================================================================
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+struct SOAVector3 {
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+ SoA!float x;
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+ SoA!float y;
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+ SoA!float z;
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+}
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+
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+struct SOAQuaternion {
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+ SoA!float x;
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+ SoA!float y;
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+ SoA!float z;
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+ SoA!float w;
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+}
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+
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+
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+//======================================================================================================================
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+//
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+//======================================================================================================================
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+struct Window {
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+private:
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+ GLFWwindow* glfwWindow = null;
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+ string _title;
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+ uint _x, _y, _w, _h;
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+ KeyAction[int] _keyStates;
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+ ButtonAction[int] _buttonStates;
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+}
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+
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+alias ScanCode = int;
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+
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+enum IconifyAction {
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+ Iconified,
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+ Restored
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+}
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+
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+enum FocusAction {
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+ Focused,
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+ Defocused
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+}
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+
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+enum CursorAction {
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+ Entered,
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+ Leaved
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+}
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+
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+enum ButtonAction {
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+ Pressed,
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+ Released
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+}
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+
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+enum KeyAction {
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+ Pressed,
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+ Released,
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+ Repeated
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+}
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+
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+enum KeyMod {
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+ Shift = 0x0001,
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+ Control = 0x0002,
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+ Alt = 0x0004,
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+ Super = 0x0008,
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+}
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+
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+enum Key {
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+ Unknown = -1,
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+ Space = 32,
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+ Apostrophe = 39,
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+ Comma = 44,
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+ Minus = 45,
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+ Period = 46,
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+ Slash = 47,
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+ Key0 = 48,
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+ Key1 = 49,
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+ Key2 = 50,
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+ Key3 = 51,
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+ Key4 = 52,
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+ Key5 = 53,
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+ Key6 = 54,
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+ Key7 = 55,
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+ Key8 = 56,
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+ Key9 = 57,
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+ Semicolon = 59,
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+ Equal = 61,
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+ KeyA = 65,
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+ KeyB = 66,
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+ KeyC = 67,
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+ KeyD = 68,
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+ KeyE = 69,
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+ KeyF = 70,
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+ KeyG = 71,
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+ KeyH = 72,
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+ KeyI = 73,
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+ KeyJ = 74,
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+ KeyK = 75,
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+ Keyl = 76,
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+ KeyM = 77,
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+ KeyN = 78,
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+ KeyO = 79,
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+ KeyP = 80,
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+ KeyQ = 81,
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+ KeyR = 82,
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+ KeyS = 83,
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+ KeyT = 84,
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+ KeyU = 85,
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+ KeyV = 86,
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+ KeyW = 87,
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+ KeyX = 88,
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+ KeyY = 89,
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+ KeyZ = 90,
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+ LeftBracket = 91,
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+ Backslash = 92,
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+ RightBracket = 93,
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+ GraveAccent = 96,
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+ World1 = 161,
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+ World2 = 162,
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+ Escape = 256,
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+ Enter = 257,
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+ Tab = 258,
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+ Backspace = 259,
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+ Insert = 260,
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+ Delete = 261,
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+ Right = 262,
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+ Left = 263,
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+ Down = 264,
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+ Up = 265,
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+ PageUp = 266,
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+ PageDown = 267,
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+ Home = 268,
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+ End = 269,
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+ CapsLock = 280,
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+ ScrollLock = 281,
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+ NumLock = 282,
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+ PrintScreen = 283,
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+ Pause = 284,
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+ F1 = 290,
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+ F2 = 291,
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+ F3 = 292,
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+ F4 = 293,
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+ F5 = 294,
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+ F6 = 295,
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+ F7 = 296,
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+ F8 = 297,
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+ F9 = 298,
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+ F10 = 299,
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+ F11 = 300,
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+ F12 = 301,
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+ F13 = 302,
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+ F14 = 303,
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+ F15 = 304,
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+ F16 = 305,
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+ F17 = 306,
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+ F18 = 307,
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+ F19 = 308,
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+ F20 = 309,
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+ F21 = 310,
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+ F22 = 311,
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+ F23 = 312,
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+ F24 = 313,
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+ F25 = 314,
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+ NumBlock0 = 320,
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+ NumBlock1 = 321,
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+ NumBlock2 = 322,
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+ NumBlock3 = 323,
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+ NumBlock4 = 324,
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+ NumBlock5 = 325,
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+ NumBlock6 = 326,
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+ NumBlock7 = 327,
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+ NumBlock8 = 328,
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+ NumBlock9 = 329,
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+ KpDecimal = 330,
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+ KpDivide = 331,
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+ KpMultiply = 332,
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+ KpSubtract = 333,
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+ KpAdd = 334,
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+ KpEnter = 335,
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+ KpEqual = 336,
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+ LeftShift = 340,
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+ LeftControl = 341,
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+ LeftAlt = 342,
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+ LeftSuper = 343,
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+ RightShift = 344,
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+ RightControl = 345,
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+ RightAlt = 346,
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+ RightSuper = 347,
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+ Menu = 348
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+}
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+
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+void construct(out Window window, string title, uint width, uint height) nothrow {
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+ glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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+ glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
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+ glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4);
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+
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+ glfwDefaultWindowHints();
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+ glfwWindowHint(GLFW_RED_BITS, 8);
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+ glfwWindowHint(GLFW_GREEN_BITS, 8);
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+ glfwWindowHint(GLFW_BLUE_BITS, 8);
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+ glfwWindowHint(GLFW_ALPHA_BITS, 0);
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+ glfwWindowHint(GLFW_DEPTH_BITS, 24);
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+ glfwWindowHint(GLFW_STENCIL_BITS, 8);
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+ window.glfwWindow = glfwCreateWindow(width, height, title.toStringz(), null, null);
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+ assert(window.glfwWindow !is null);
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+
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+// glfwSetWindowUserPointer(window.glfwWindow, cast(void*)&window);
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+// glfwSetWindowPosCallback(window.glfwWindow, cast(GLFWwindowposfun)&_GLFWwindowposfun);
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+// glfwSetWindowSizeCallback(window.glfwWindow, cast(GLFWwindowsizefun)&_GLFWwindowsizefun);
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+// glfwSetWindowCloseCallback(window.glfwWindow, cast(GLFWwindowclosefun)&_GLFWwindowclosefun);
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+// glfwSetWindowRefreshCallback(window.glfwWindow, cast(GLFWwindowrefreshfun)&_GLFWwindowrefreshfun);
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+// glfwSetWindowIconifyCallback(window.glfwWindow, cast(GLFWwindowiconifyfun)&_GLFWwindowiconifyfun);
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+// glfwSetMouseButtonCallback(window.glfwWindow, cast(GLFWmousebuttonfun)&_GLFWmousebuttonfun);
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+// glfwSetCursorPosCallback(window.glfwWindow, cast(GLFWcursorposfun)&_GLFWcursorposfun);
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+// //glfwSetCursorEnterCallback(window.glfwWindow, cast(GLFWcursorenterfunfun)&_GLFWcursorenterfunfun);
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+// glfwSetScrollCallback(window.glfwWindow, cast(GLFWscrollfun)&_GLFWscrollfun);
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+// glfwSetKeyCallback(window.glfwWindow, cast(GLFWkeyfun)&_GLFWkeyfun);
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+// glfwSetCharCallback(window.glfwWindow, cast(GLFWcharfun)&_GLFWcharfun);
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+
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+ glfwMakeContextCurrent(window.glfwWindow);
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+}
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+
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+void destruct(ref Window window) nothrow @nogc {
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+// glfwSetWindowPosCallback(window.glfwWindow, null);
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+// glfwSetWindowSizeCallback(window.glfwWindow, null);
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+// glfwSetWindowCloseCallback(window.glfwWindow, null);
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+// glfwSetWindowRefreshCallback(window.glfwWindow, null);
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+// glfwSetWindowIconifyCallback(window.glfwWindow, null);
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+// glfwSetMouseButtonCallback(window.glfwWindow, null);
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+// glfwSetCursorPosCallback(window.glfwWindow, null);
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+// //glfwSetCursorEnterCallback(this._glfwWindow, null);
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+// glfwSetScrollCallback(window.glfwWindow, null);
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+// glfwSetKeyCallback(window.glfwWindow, null);
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+// glfwSetCharCallback(window.glfwWindow, null);
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+
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+ glfwDestroyWindow(window.glfwWindow);
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+
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+ window = Window.init;
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+}
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+
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+void makeAktiveRenderWindow(ref Window window) nothrow @nogc {
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+ glfwMakeContextCurrent(window.glfwWindow);
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+}
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+
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+void swapBuffers(ref Window window) nothrow @nogc {
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+ glfwSwapBuffers(window.glfwWindow);
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+}
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+
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+void pollEvents(ref Window window) nothrow @nogc {
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+ glfwPollEvents();
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+}
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+
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+@property void setTitle(ref Window window, string title) nothrow {
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+ glfwSetWindowTitle(window.glfwWindow, title.toStringz());
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+}
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+
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|
+uint x(ref Window window) pure @safe nothrow @nogc {
|
|
|
|
|
+ return window._x;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+uint y(ref Window window) pure @safe nothrow @nogc {
|
|
|
|
|
+ return window._y;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+uint width(ref Window window) pure @safe nothrow @nogc {
|
|
|
|
|
+ return window._w;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+uint height(ref Window window) pure @safe nothrow @nogc {
|
|
|
|
|
+ return window._h;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+KeyAction keyState(ref Window window, int key) pure @safe nothrow {
|
|
|
|
|
+ try {
|
|
|
|
|
+ return window._keyStates.get(key, KeyAction.Released);
|
|
|
|
|
+ }
|
|
|
|
|
+ catch(Exception) {
|
|
|
|
|
+ return KeyAction.Released;
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+ButtonAction buttonState(ref Window window, int button) pure @safe nothrow {
|
|
|
|
|
+ try {
|
|
|
|
|
+ return window._buttonStates.get(button, ButtonAction.Released);
|
|
|
|
|
+ }
|
|
|
|
|
+ catch(Exception) {
|
|
|
|
|
+ return ButtonAction.Released;
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+//
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+struct Viewport {
|
|
|
|
|
+}
|
|
|
|
|
+void construct(out Viewport viewport) pure @safe nothrow @nogc {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void destruct(ref Viewport viewport) pure @safe nothrow @nogc {
|
|
|
|
|
+ viewport = Viewport.init;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+//
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+struct Scene {
|
|
|
|
|
+ SOAMesh mesh;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void construct(out Scene scene) pure @safe nothrow @nogc {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void destruct(ref Scene scene) pure @safe nothrow @nogc {
|
|
|
|
|
+ scene = Scene.init;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+//
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+struct Camera {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void construct(out Camera camera) pure @safe nothrow @nogc {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void destruct(ref Camera camera) pure @safe nothrow @nogc {
|
|
|
|
|
+ camera = Camera.init;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+//
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+struct DeferredRenderer {
|
|
|
|
|
+ struct GBuffer {
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ GBuffer gBuffer;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void construct(out DeferredRenderer deferredRenderer) pure @safe nothrow @nogc {
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void destruct(ref DeferredRenderer deferredRenderer) pure @safe nothrow @nogc {
|
|
|
|
|
+
|
|
|
|
|
+ deferredRenderer = DeferredRenderer.init;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+void renderOneFrame(ref DeferredRenderer deferredRenderer, ref Viewport viewport, ref Scene scene, ref Camera camera) nothrow {
|
|
|
|
|
+ // 1. Render the (opaque) geometry into the G-Buffers.
|
|
|
|
|
+ // 2. Construct a screen space grid, covering the frame buffer, with some fixed tile
|
|
|
|
|
+ // size, t = (x, y), e.g. 32 × 32 pixels.
|
|
|
|
|
+ // 3. For each light: find the screen space extents of the light volume and append the
|
|
|
|
|
+ // light ID to each affected grid cell.
|
|
|
|
|
+ // 4. For each fragment in the frame buffer, with location f = (x, y).
|
|
|
|
|
+ // (a) sample the G-Buffers at f.
|
|
|
|
|
+ // (b) accumulate light contributions from all lights in tile at ⌊f /t⌋
|
|
|
|
|
+ // (c) output total light contributions to frame buffer at f
|
|
|
|
|
+
|
|
|
|
|
+ scope(exit) glCheck!glBindVertexArray(0);
|
|
|
|
|
+ scope(exit) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // TODO: GL_ELEMENT_ARRAY_BUFFER should be vao state, but bugs might make this necessary
|
|
|
|
|
+
|
|
|
|
|
+ for(size_t meshIdx = 0; meshIdx < scene.mesh.cnt; ++meshIdx) {
|
|
|
|
|
+ glCheck!glBindVertexArray(scene.mesh.vao[meshIdx]);
|
|
|
|
|
+
|
|
|
|
|
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene.mesh.vboIndices[meshIdx]); // TODO: GL_ELEMENT_ARRAY_BUFFER should be vao state, but bugs might make this necessary
|
|
|
|
|
+
|
|
|
|
|
+ glDrawElements(GL_TRIANGLES, scene.mesh.cntIndices[meshIdx], GL_UNSIGNED_SHORT, null);
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+//
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+struct SOAMesh {
|
|
|
|
|
+ SoA!GLuint vao;
|
|
|
|
|
+ SoA!GLuint vboVertices;
|
|
|
|
|
+ SoA!GLuint vboNormals;
|
|
|
|
|
+ SoA!GLuint vboTexcoords;
|
|
|
|
|
+ SoA!GLuint vboIndices;
|
|
|
|
|
+ SoA!GLuint cntIndices;
|
|
|
|
|
+ size_t cnt;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+//
|
|
|
|
|
+//======================================================================================================================
|
|
|
|
|
+void main() {
|
|
|
|
|
+ Window window;
|
|
|
|
|
+ Viewport viewport;
|
|
|
|
|
+ Scene scene;
|
|
|
|
|
+ Camera camera;
|
|
|
|
|
+ DeferredRenderer deferredRenderer;
|
|
|
|
|
+
|
|
|
|
|
+ DerelictGL3.load();
|
|
|
|
|
+ DerelictGLFW3.load();
|
|
|
|
|
+ DerelictFI.load();
|
|
|
|
|
+// DerelictFT.load();
|
|
|
|
|
+ DerelictASSIMP3.load();
|
|
|
|
|
+ DerelictAntTweakBar.load();
|
|
|
|
|
+ if(!glfwInit()) throw new Exception("Initialising GLFW failed"); scope(exit) glfwTerminate();
|
|
|
|
|
+
|
|
|
|
|
+ window.construct("Three.d", 1600, 900); scope(exit) window.destruct();
|
|
|
|
|
+
|
|
|
|
|
+ try {
|
|
|
|
|
+ GLVersion glVersion = DerelictGL3.reload();
|
|
|
|
|
+ import std.conv : to;
|
|
|
|
|
+ writeln("Reloaded OpenGL Version: ", to!string(glVersion));
|
|
|
|
|
+ } catch(Exception e) {
|
|
|
|
|
+ writeln("Reloading OpenGl failed: " ~ e.msg);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+// static FT_Library _s_freeTypeLibrary
|
|
|
|
|
+// if(!FT_Init_FreeType(&_s_freeTypeLibrary)) throw new Exception("Initialising FreeType failed"); scope(exit) FT_Done_FreeType(_s_freeTypeLibrary);
|
|
|
|
|
+ if(TwInit(TW_OPENGL_CORE, null) == 0) throw new Exception("Initialising AntTweakBar failed"); scope(exit) TwTerminate();
|
|
|
|
|
+
|
|
|
|
|
+ viewport.construct(); scope(exit) window.destruct();
|
|
|
|
|
+ scene.construct(); scope(exit) window.destruct();
|
|
|
|
|
+ camera.construct(); scope(exit) window.destruct();
|
|
|
|
|
+ deferredRenderer.construct(); scope(exit) deferredRenderer.destruct();
|
|
|
|
|
+
|
|
|
|
|
+ while(true) {
|
|
|
|
|
+ window.pollEvents();
|
|
|
|
|
+
|
|
|
|
|
+ glCheck!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
|
+ glCheck!glClearDepth(1.0f);
|
|
|
|
|
+ glCheck!glClearColor(0.5, 0, 0, 1);
|
|
|
|
|
+
|
|
|
|
|
+ deferredRenderer.renderOneFrame(viewport, scene, camera);
|
|
|
|
|
+
|
|
|
|
|
+ window.swapBuffers();
|
|
|
|
|
+ }
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+//struct BoundingBox
|
|
|
|
|
+//{
|
|
|
|
|
+// vec4 min;
|
|
|
|
|
+// vec4 max;
|
|
|
|
|
+// vec4 material;
|
|
|
|
|
+//}
|
|
|
|
|
+//
|
|
|
|
|
+//struct Mesh {
|
|
|
|
|
+// vec3[] vertices;
|
|
|
|
|
+// vec3[] normals;
|
|
|
|
|
+// vec2[] texcoords;
|
|
|
|
|
+// ushort[] indices;
|
|
|
|
|
+// string texname;
|
|
|
|
|
+// vec3 color;
|
|
|
|
|
+//}
|
|
|
|
|
+//
|
|
|
|
|
+//struct GlMesh {
|
|
|
|
|
+// GLuint vertex_array;
|
|
|
|
|
+// GLuint vbo_indices;
|
|
|
|
|
+// GLuint num_indices;
|
|
|
|
|
+// GLuint vbo_vertices;
|
|
|
|
|
+// GLuint vbo_normals;
|
|
|
|
|
+// GLuint vbo_texcoords;
|
|
|
|
|
+// vec3 color;
|
|
|
|
|
+// string texname;
|
|
|
|
|
+// BoundingBox boundingBox;
|
|
|
|
|
+//}
|
|
|
|
|
+//
|
|
|
|
|
+//GlMesh uploadMesh(Mesh mesh) {
|
|
|
|
|
+// GlMesh glMesh;
|
|
|
|
|
+//
|
|
|
|
|
+// glGenVertexArrays(1, &(glMesh.vertex_array));
|
|
|
|
|
+// glBindVertexArray(glMesh.vertex_array);
|
|
|
|
|
+//
|
|
|
|
|
+// glGenBuffers(1, &(glMesh.vbo_vertices));
|
|
|
|
|
+// glGenBuffers(1, &(glMesh.vbo_normals));
|
|
|
|
|
+// glGenBuffers(1, &(glMesh.vbo_indices));
|
|
|
|
|
+// glGenBuffers(1, &(glMesh.vbo_texcoords));
|
|
|
|
|
+//}
|
|
|
|
|
+//
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+/+++
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
//======================================================================================================================
|
|
//======================================================================================================================
|
|
|
// GBuffer
|
|
// GBuffer
|
|
|
//======================================================================================================================
|
|
//======================================================================================================================
|
|
@@ -29,12 +573,21 @@ GBuffer createGBuffer() {
|
|
|
|
|
|
|
|
check!glGenTextures(1, &gBuffer.hDepth);
|
|
check!glGenTextures(1, &gBuffer.hDepth);
|
|
|
check!glBindTexture(GL_TEXTURE_2D, gBuffer.hDepth);
|
|
check!glBindTexture(GL_TEXTURE_2D, gBuffer.hDepth);
|
|
|
- with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, width, height);
|
|
|
|
|
- with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_FLOAT, null);
|
|
|
|
|
|
|
+ check!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
|
+ check!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
|
+ check!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
|
|
|
+ check!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
|
|
+ check!glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
|
|
|
|
|
+ with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT32F, width, height);
|
|
|
|
|
+ with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, null);
|
|
|
check!glBindTexture(GL_TEXTURE_2D, 0);
|
|
check!glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
check!glGenTextures(1, &gBuffer.hNormal);
|
|
check!glGenTextures(1, &gBuffer.hNormal);
|
|
|
check!glBindTexture(GL_TEXTURE_2D, gBuffer.hNormal);
|
|
check!glBindTexture(GL_TEXTURE_2D, gBuffer.hNormal);
|
|
|
|
|
+ check!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
|
+ check!glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
+ check!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
|
|
|
+ check!glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
|
with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height);
|
|
with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB10_A2, width, height);
|
|
|
with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
|
|
with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null);
|
|
|
check!glBindTexture(GL_TEXTURE_2D, 0);
|
|
check!glBindTexture(GL_TEXTURE_2D, 0);
|
|
@@ -834,4 +1387,7 @@ void main() {
|
|
|
this._window = null;
|
|
this._window = null;
|
|
|
GC.collect();
|
|
GC.collect();
|
|
|
deinitThree();
|
|
deinitThree();
|
|
|
-}
|
|
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
++++/
|