import std.stdio; import three; import std.typecons; import derelict.opengl3.gl3; import three.gl.util; import derelict.anttweakbar.anttweakbar; import derelict.glfw3.glfw3; import derelict.assimp3.assimp; import std.string; struct Vertex { float x, y, z; } struct Normal { float x, y, z; } struct UV { float u, v; } final class Mesh { public: Vertex[] vertexData; Normal[] normalData; UV[] textureData; RGBAf[] colorData; VertexArrayObject vao; VertexBufferObject!(VertexBufferObjectTarget.Array) vboVertexData; VertexBufferObject!(VertexBufferObjectTarget.Array) vboNormalData; VertexBufferObject!(VertexBufferObjectTarget.Array) vboTextureData; VertexBufferObject!(VertexBufferObjectTarget.Array) vboColorData; this(string filePath) { writeln("loading scene: ", filePath); auto scene = aiImportFile(filePath.toStringz(), aiProcess_Triangulate); writeln("meshes: ", scene.mNumMeshes); for(uint m = 0; m < scene.mNumMeshes; ++m) { const(aiMesh*) mesh = scene.mMeshes[m]; assert(mesh !is null); writeln("mesh[", m, "] faces : ", mesh.mNumFaces); for (uint f = 0; f < mesh.mNumFaces; ++f) { const(aiFace*) face = &mesh.mFaces[f]; assert(face !is null); for(uint v = 0; v < 3; ++v) { aiVector3D p, n, uv; assert(face.mNumIndices > v); uint vertex = face.mIndices[v]; assert(mesh.mNumVertices > vertex); p = mesh.mVertices[vertex]; n = mesh.mNormals[vertex]; // check if the mesh has texture coordinates if(mesh.mTextureCoords[0] !is null) { uv = mesh.mTextureCoords[0][vertex]; } vertexData ~= Vertex(p.x, p.y, p.z); normalData ~= Normal(n.x, n.y, n.z); textureData ~= UV(uv.x, uv.y); colorData ~= RGBAf(n.x, n.y, n.z, 1.0f); } } } writeln("unloading scene: ", filePath); aiReleaseImport(scene); //----------------------------- // upload writeln("uploading mesh: ", filePath); vao = new VertexArrayObject(); vao.bind(); writeln("vertex data"); vboVertexData = new VertexBufferObject!(VertexBufferObjectTarget.Array); vboVertexData.bind(); GLuint attribIndex = 0; glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(Vertex.sizeof * vertexData.length) , vertexData.ptr, GL_STATIC_DRAW); glEnableVertexAttribArray(attribIndex); glVertexAttribPointer(attribIndex, 3, GL_FLOAT, GL_FALSE, 0, cast(void*)0); vboVertexData.unbind(); writeln("normal data"); vboNormalData = new VertexBufferObject!(VertexBufferObjectTarget.Array); vboNormalData.bind(); attribIndex = 1; glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(Normal.sizeof * normalData.length) , normalData.ptr, GL_STATIC_DRAW); glEnableVertexAttribArray(attribIndex); glVertexAttribPointer(attribIndex, 3, GL_FLOAT, GL_FALSE, 0, cast(void*)0); vboNormalData.unbind(); writeln("uv data"); vboTextureData = new VertexBufferObject!(VertexBufferObjectTarget.Array); vboTextureData.bind(); attribIndex = 2; glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(UV.sizeof * textureData.length) , textureData.ptr, GL_STATIC_DRAW); glEnableVertexAttribArray(attribIndex); glVertexAttribPointer(attribIndex, 2, GL_FLOAT, GL_FALSE, 0, cast(void*)0); vboTextureData.unbind(); writeln("color data"); vboColorData = new VertexBufferObject!(VertexBufferObjectTarget.Array); vboColorData.bind(); attribIndex = 3; glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(RGBAf.sizeof * colorData.length) , colorData.ptr, GL_STATIC_DRAW); glEnableVertexAttribArray(attribIndex); glVertexAttribPointer(attribIndex, 4, GL_FLOAT, GL_FALSE, 0, cast(void*)0); vboColorData.unbind(); vao.unbind(); writeln("done"); } } void setupTweakbar() { writeln("creating TweakBar"); double time = 0, dt; // Current time and enlapsed time double turn = 0; // Model turn counter double speed = 0.3; // Model rotation speed int wire = 0; // Draw model in wireframe? uint frameCount = 0; double fps = 0; float bgColor[3] = [0.1f, 0.2f, 0.4f]; // Background color ubyte cubeColor[4] = [255, 0, 0, 128]; // Model color (32bits RGBA) auto quat = Quaternionf(0,0,0,1); // auto w = this._window.getBounds()[2]; // auto h = this._window.getBounds()[3]; TwWindowSize(1600, 900); // // Create a tweak bar // auto bar = TwNewBar("TweakBar"); // TwDefine(" GLOBAL help='This example shows how to integrate AntTweakBar with GLFW and OpenGL.' "); // Message added to the help bar. // // Add 'speed' to 'bar': it is a modifable (RW) variable of type TW_TYPE_DOUBLE. Its key shortcuts are [s] and [S]. // TwAddVarRW(bar, "speed", TW_TYPE_DOUBLE, &speed, " label='Rot speed' min=0 max=2 step=0.01 keyIncr=s keyDecr=S help='Rotation speed (turns/second)' "); // // Add 'wire' to 'bar': it is a modifable variable of type TW_TYPE_BOOL32 (32 bits boolean). Its key shortcut is [w]. // TwAddVarRW(bar, "wire", TW_TYPE_BOOL32, &wire, " label='Wireframe mode' key=CTRL+w help='Toggle wireframe display mode.' "); // // Add 'time' to 'bar': it is a read-only (RO) variable of type TW_TYPE_DOUBLE, with 1 precision digit // TwAddVarRO(bar, "time", TW_TYPE_DOUBLE, &time, " label='Time' precision=1 help='Time (in seconds).' "); // // // TwAddVarRO(bar, "frameCount", TW_TYPE_UINT32, &frameCount, " label='FrameCount' precision=1 help='FrameCount (in counts).' "); // TwAddVarRO(bar, "fps", TW_TYPE_DOUBLE, &fps, " label='fps' precision=1 help='fps (in fps).' "); // // Add 'bgColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR3F (3 floats color) // TwAddVarRW(bar, "bgColor", TW_TYPE_COLOR3F, &bgColor, " label='Background color' "); // // Add 'cubeColor' to 'bar': it is a modifable variable of type TW_TYPE_COLOR32 (32 bits color) with alpha // TwAddVarRW(bar, "cubeColor", TW_TYPE_COLOR32, &cubeColor, " label='Cube color' alpha help='Color and transparency of the cube.' "); // // // TwAddVarRW(bar, "quaternion", TW_TYPE_QUAT4F, &quat, " label='Cubde color' alpha help='Color anwdwd transparency of the cube.' "); } //----------------- // Create Shaders enum vertexShaderSource = " #version 420 core layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_normal; layout(location = 2) in vec2 in_texcoord; layout(location = 3) in vec4 in_color; out vec4 v_color; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = vec4(0.005 * in_position.x, 0.005 * in_position.y, 0.005* in_position.z, 1.0); v_color = in_color; } "; enum fragmentShaderSource = " #version 420 core in vec4 v_color; out vec4 FragColor; void main() { FragColor = v_color; } "; auto createShaderPipeline(Shader!(ShaderType.Vertex) vertexShader, Shader!(ShaderType.Fragment) fragmentShader) { assert(vertexShader.isLinked, vertexShader.infoLog()); assert(fragmentShader.isLinked, fragmentShader.infoLog()); writeln("a: "); auto shaderPipeline = new ShaderPipeline(); shaderPipeline.bind(); shaderPipeline.use(vertexShader); shaderPipeline.use(fragmentShader); writeln("b: "); assert(shaderPipeline.isValidProgramPipeline, shaderPipeline.infoLog()); shaderPipeline.unbind(); writeln("c: "); return shaderPipeline; } class Tester { Window _window; bool _keepRunning = true; this() { this._window = initThree(); this._window.onKey.connect!"_onKey"(this); this._window.onClose.connect!"_onClose"(this); } ~this() { import core.memory; writeln("GC.collect: "); GC.collect(); //Collect window _AFTER_ everything else this._window = null; GC.collect(); deinitThree(); } void run() { RGBAf rgg; auto mesh = new Mesh("C:/Coding/models/Collada/duck.dae"); setupTweakbar(); writeln("creating shaders: "); auto vertexShader = new Shader!(ShaderType.Vertex)(vertexShaderSource); auto fragmentShader = new Shader!(ShaderType.Fragment)(fragmentShaderSource); writeln("creating shader pipeline: "); auto shaderPipeline = createShaderPipeline(vertexShader, fragmentShader); writeln("connectiong window callbacks: "); this._window.onSize.connect!"onSize"(this); this._window.onPosition.connect!"onPosition"(this); this._window.onButton.connect!"onButton"(this); this._window.onCursorPos.connect!"onCursorPos"(this); writeln("begin render loop: "); //----------------- // Render Loop glfwSetTime(0); while(this._keepRunning) { this._window.clear(0, 0, 0.5, 1); shaderPipeline.bind(); mesh.vao.bind(); //vboVertexData.bind(); glDrawArrays(GL_TRIANGLES, 0, mesh.vertexData.length); //vbo.unbind(); mesh.vao.unbind(); shaderPipeline.unbind(); TwDraw(); this._window.swapBuffers(); updateWindows(); // ++frameCount; // //if(frameCount % 100 == 0) { // time = glfwGetTime(); // fps = cast(double)frameCount / time; // //} } } void onSize(Window window, int width, int height) { TwWindowSize(width, height); } void onPosition(Window window, int x, int y) { } void onButton(Window window , int button, ButtonAction action) { TwMouseAction twaction = action == ButtonAction.Pressed ? TW_MOUSE_PRESSED : TW_MOUSE_RELEASED; TwMouseButtonID twbutton; switch(button) { default: case GLFW_MOUSE_BUTTON_LEFT: twbutton = TW_MOUSE_LEFT; break; case GLFW_MOUSE_BUTTON_RIGHT: twbutton = TW_MOUSE_RIGHT; break; case GLFW_MOUSE_BUTTON_MIDDLE: twbutton = TW_MOUSE_MIDDLE; break; } TwMouseButton(twaction, twbutton); } void onCursorPos(Window window, double x, double y) { TwMouseMotion(cast(int)x, this._window.getBounds()[3] - cast(int)y); } void stop() { this._keepRunning = false; } void _onKey(Window window, Key key, ScanCode scanCode, KeyAction action, KeyMod keyMod) { if(window is this._window && action == KeyAction.Pressed) { if(key == Key.Escape) { this.stop(); } } } void _onClose(Window window) { this.stop(); } } void main() { Unique!(Tester) tester = new Tester(); tester.run(); }