import std.stdio; import three; import std.typecons; import derelict.opengl3.gl3; import three.gl.util; class Tester { Unique!(Window) _window; bool _keepRunning = true; this() { this._window = initThree(); this._window.onKey.connect!"_onKey"(this); this._window.onClose.connect!"_onClose"(this); } ~this() { //_window.destroy(); deinitThree(); } void run() { //----------------- // Create Mesh Vector3f vertices[3] = [ Vector3f(-1.0f, -1.0f, 0.0f), Vector3f( 1.0f, -1.0f, 0.0f), Vector3f( 0.0f, 1.0f, 0.0f) ]; Unique!(VertexArrayObject) vao = new VertexArrayObject(); vao.bind(); Unique!(VertexBufferObject!(VertexBufferObjectTarget.Array)) vbo = new VertexBufferObject!(VertexBufferObjectTarget.Array); vbo.bind(); GLuint attribIndex = 0; glBufferData(GL_ARRAY_BUFFER, cast(ptrdiff_t)(vertices.sizeof) , vertices.ptr, GL_STATIC_DRAW); glEnableVertexAttribArray(attribIndex); glVertexAttribPointer(attribIndex, 3, GL_FLOAT, GL_FALSE, 0, cast(void*)0); vbo.unbind(); vao.unbind(); //----------------- // 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 vec3 in_color; out gl_PerVertex { vec4 gl_Position; }; void main() { gl_Position = vec4(0.5 * in_position.x, 0.5 * in_position.y, in_position.z, 1.0); } "; enum fragmentShaderSource = " #version 420 core out vec4 FragColor; void main() { FragColor = vec4(1.0, 0.0, 0.0, 1.0); } "; Unique!(Shader!(ShaderType.Vertex)) vertexShader = new Shader!(ShaderType.Vertex)(vertexShaderSource); Unique!(Shader!(ShaderType.Fragment)) fragmentShader = new Shader!(ShaderType.Fragment)(fragmentShaderSource); assert(vertexShader.isLinked, vertexShader.infoLog()); assert(fragmentShader.isLinked, fragmentShader.infoLog()); Unique!(ShaderPipeline) shaderPipeline = new ShaderPipeline(); shaderPipeline.bind(); shaderPipeline.use(vertexShader); shaderPipeline.use(fragmentShader); assert(shaderPipeline.isValidProgramPipeline, shaderPipeline.infoLog()); shaderPipeline.unbind(); //----------------- // Render Loop while(this._keepRunning) { updateWindows(); this._window.clear(0, 0, 0.5, 1); shaderPipeline.bind(); vao.bind(); vbo.bind(); glDrawArrays(GL_TRIANGLES, 0, 3); vbo.unbind(); vao.unbind(); shaderPipeline.unbind(); this._window.swapBuffers(); } } void stop() { this._keepRunning = false; } void _onKey(Window window, Key key, ScanCode scanCode, KeyAction action, KeyMod keyMod) { if(window is this._window.opDot() && action == KeyAction.Pressed) { if(key == Key.Escape) { this.stop(); } } } void _onClose(Window window) { this.stop(); } } void main() { Unique!(Tester) tester = new Tester(); tester.run(); }