import std.stdio; import std.typecons; import derelict.opengl3.gl3; import derelict.glfw3.glfw3; import derelict.anttweakbar.anttweakbar; import derelict.freeimage.freeimage; import derelict.freetype.ft; import derelict.assimp3.assimp; import std.string; import std.experimental.logger; //====================================================================================================================== // //====================================================================================================================== import std.traits : ReturnType; ReturnType!func glCheck(alias func, Args...)(Args args) { import std.stdio; import std.stdio : stderr; import std.array : join; import std.range : repeat; import std.string : format; try{ debug scope(exit) { GLenum err = glGetError(); if(err != GL_NO_ERROR) { stderr.writefln(`OpenGL function "%s(%s)" failed: "%s."`, func.stringof, format("%s".repeat(Args.length).join(", "), args), glErrorString(err)); assert(false); } } } catch(Exception e){ } debug if(func is null) { try{ stderr.writefln("%s is null! OpenGL loaded? Required OpenGL version not supported?".format(func.stringof)); } catch(Exception e){ assert(false); } assert(false); } return func(args); } string glErrorString(GLenum error) pure @safe nothrow @nogc { final switch(error) { case GL_NO_ERROR: return "no error"; case GL_INVALID_ENUM: return "invalid enum"; case GL_INVALID_VALUE: return "invalid value"; case GL_INVALID_OPERATION: return "invalid operation"; //case GL_STACK_OVERFLOW: return "stack overflow"; //case GL_STACK_UNDERFLOW: return "stack underflow"; case GL_INVALID_FRAMEBUFFER_OPERATION: return "invalid framebuffer operation"; case GL_OUT_OF_MEMORY: return "out of memory"; } assert(false, "invalid enum"); } //====================================================================================================================== // //====================================================================================================================== alias SoA(T) = T[]; //====================================================================================================================== // //====================================================================================================================== struct SOAVector3 { SoA!float x; SoA!float y; SoA!float z; } struct SOAQuaternion { SoA!float x; SoA!float y; SoA!float z; SoA!float w; } //====================================================================================================================== // //====================================================================================================================== struct Window { private: GLFWwindow* glfwWindow = null; string _title; uint _x, _y, _w, _h; KeyAction[int] _keyStates; ButtonAction[int] _buttonStates; } alias ScanCode = int; enum IconifyAction { Iconified, Restored } enum FocusAction { Focused, Defocused } enum CursorAction { Entered, Leaved } enum ButtonAction { Pressed, Released } enum KeyAction { Pressed, Released, Repeated } enum KeyMod { Shift = 0x0001, Control = 0x0002, Alt = 0x0004, Super = 0x0008, } enum Key { Unknown = -1, Space = 32, Apostrophe = 39, Comma = 44, Minus = 45, Period = 46, Slash = 47, Key0 = 48, Key1 = 49, Key2 = 50, Key3 = 51, Key4 = 52, Key5 = 53, Key6 = 54, Key7 = 55, Key8 = 56, Key9 = 57, Semicolon = 59, Equal = 61, KeyA = 65, KeyB = 66, KeyC = 67, KeyD = 68, KeyE = 69, KeyF = 70, KeyG = 71, KeyH = 72, KeyI = 73, KeyJ = 74, KeyK = 75, Keyl = 76, KeyM = 77, KeyN = 78, KeyO = 79, KeyP = 80, KeyQ = 81, KeyR = 82, KeyS = 83, KeyT = 84, KeyU = 85, KeyV = 86, KeyW = 87, KeyX = 88, KeyY = 89, KeyZ = 90, LeftBracket = 91, Backslash = 92, RightBracket = 93, GraveAccent = 96, World1 = 161, World2 = 162, Escape = 256, Enter = 257, Tab = 258, Backspace = 259, Insert = 260, Delete = 261, Right = 262, Left = 263, Down = 264, Up = 265, PageUp = 266, PageDown = 267, Home = 268, End = 269, CapsLock = 280, ScrollLock = 281, NumLock = 282, PrintScreen = 283, Pause = 284, F1 = 290, F2 = 291, F3 = 292, F4 = 293, F5 = 294, F6 = 295, F7 = 296, F8 = 297, F9 = 298, F10 = 299, F11 = 300, F12 = 301, F13 = 302, F14 = 303, F15 = 304, F16 = 305, F17 = 306, F18 = 307, F19 = 308, F20 = 309, F21 = 310, F22 = 311, F23 = 312, F24 = 313, F25 = 314, NumBlock0 = 320, NumBlock1 = 321, NumBlock2 = 322, NumBlock3 = 323, NumBlock4 = 324, NumBlock5 = 325, NumBlock6 = 326, NumBlock7 = 327, NumBlock8 = 328, NumBlock9 = 329, KpDecimal = 330, KpDivide = 331, KpMultiply = 332, KpSubtract = 333, KpAdd = 334, KpEnter = 335, KpEqual = 336, LeftShift = 340, LeftControl = 341, LeftAlt = 342, LeftSuper = 343, RightShift = 344, RightControl = 345, RightAlt = 346, RightSuper = 347, Menu = 348 } void construct(out Window window, string title, uint width, uint height) nothrow { glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 4); glfwDefaultWindowHints(); glfwWindowHint(GLFW_RED_BITS, 8); glfwWindowHint(GLFW_GREEN_BITS, 8); glfwWindowHint(GLFW_BLUE_BITS, 8); glfwWindowHint(GLFW_ALPHA_BITS, 0); glfwWindowHint(GLFW_DEPTH_BITS, 24); glfwWindowHint(GLFW_STENCIL_BITS, 8); window.glfwWindow = glfwCreateWindow(width, height, title.toStringz(), null, null); assert(window.glfwWindow !is null); // glfwSetWindowUserPointer(window.glfwWindow, cast(void*)&window); // glfwSetWindowPosCallback(window.glfwWindow, cast(GLFWwindowposfun)&_GLFWwindowposfun); // glfwSetWindowSizeCallback(window.glfwWindow, cast(GLFWwindowsizefun)&_GLFWwindowsizefun); // glfwSetWindowCloseCallback(window.glfwWindow, cast(GLFWwindowclosefun)&_GLFWwindowclosefun); // glfwSetWindowRefreshCallback(window.glfwWindow, cast(GLFWwindowrefreshfun)&_GLFWwindowrefreshfun); // glfwSetWindowIconifyCallback(window.glfwWindow, cast(GLFWwindowiconifyfun)&_GLFWwindowiconifyfun); // glfwSetMouseButtonCallback(window.glfwWindow, cast(GLFWmousebuttonfun)&_GLFWmousebuttonfun); // glfwSetCursorPosCallback(window.glfwWindow, cast(GLFWcursorposfun)&_GLFWcursorposfun); // //glfwSetCursorEnterCallback(window.glfwWindow, cast(GLFWcursorenterfunfun)&_GLFWcursorenterfunfun); // glfwSetScrollCallback(window.glfwWindow, cast(GLFWscrollfun)&_GLFWscrollfun); // glfwSetKeyCallback(window.glfwWindow, cast(GLFWkeyfun)&_GLFWkeyfun); // glfwSetCharCallback(window.glfwWindow, cast(GLFWcharfun)&_GLFWcharfun); glfwMakeContextCurrent(window.glfwWindow); } void destruct(ref Window window) nothrow @nogc { // glfwSetWindowPosCallback(window.glfwWindow, null); // glfwSetWindowSizeCallback(window.glfwWindow, null); // glfwSetWindowCloseCallback(window.glfwWindow, null); // glfwSetWindowRefreshCallback(window.glfwWindow, null); // glfwSetWindowIconifyCallback(window.glfwWindow, null); // glfwSetMouseButtonCallback(window.glfwWindow, null); // glfwSetCursorPosCallback(window.glfwWindow, null); // //glfwSetCursorEnterCallback(this._glfwWindow, null); // glfwSetScrollCallback(window.glfwWindow, null); // glfwSetKeyCallback(window.glfwWindow, null); // glfwSetCharCallback(window.glfwWindow, null); glfwDestroyWindow(window.glfwWindow); window = Window.init; } void makeAktiveRenderWindow(ref Window window) nothrow @nogc { glfwMakeContextCurrent(window.glfwWindow); } void swapBuffers(ref Window window) nothrow @nogc { glfwSwapBuffers(window.glfwWindow); } void pollEvents(ref Window window) nothrow @nogc { glfwPollEvents(); } @property void setTitle(ref Window window, string title) nothrow { glfwSetWindowTitle(window.glfwWindow, title.toStringz()); } 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 //====================================================================================================================== struct GBuffer { GLuint hDepth; GLuint hNormal; GLuint hColor; GLuint hFin; GLuint hStencil; }; GBuffer createGBuffer() { GBuffer gBuffer; check!glGenTextures(1, &gBuffer.hDepth); check!glBindTexture(GL_TEXTURE_2D, gBuffer.hDepth); 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!glGenTextures(1, &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!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null); check!glBindTexture(GL_TEXTURE_2D, 0); check!glGenTextures(1, &gBuffer.hColor); check!glBindTexture(GL_TEXTURE_2D, gBuffer.hColor); with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_FLOAT, null); check!glBindTexture(GL_TEXTURE_2D, 0); check!glGenTextures(1, &gBuffer.hFin); check!glBindTexture(GL_TEXTURE_2D, gBuffer.hFin); with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGB32F, width, height); with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGB, GL_FLOAT, null); check!glBindTexture(GL_TEXTURE_2D, 0); check!glGenTextures(1, &gBuffer.hStencil); check!glBindTexture(GL_TEXTURE_2D, gBuffer.hStencil); with(_window) check!glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, width, height); with(_window) check!glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, null); check!glBindTexture(GL_TEXTURE_2D, 0); return gBuffer; } void destroyGBuffer(ref GBuffer gBuffer) { check!glDeleteTextures(1, &gBuffer.hStencil); check!glDeleteTextures(1, &gBuffer.hFin); check!glDeleteTextures(1, &gBuffer.hColor); check!glDeleteTextures(1, &gBuffer.hNormal); check!glDeleteTextures(1, &gBuffer.hDepth); } //====================================================================================================================== // FrameBuffer //====================================================================================================================== struct FrameBuffer { GLuint hFrameBuffer; }; FrameBuffer createFrameBuffer() { FrameBuffer frameBuffer; check!glGenFramebuffers(1, &frameBuffer.hFrameBuffer); check!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer.hFrameBuffer); check!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 0, GL_TEXTURE_2D, gBuffer.hDepth, 0); check!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 1, GL_TEXTURE_2D, gBuffer.hNormal, 0); check!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 2, GL_TEXTURE_2D, gBuffer.hColor, 0); check!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + 3, GL_TEXTURE_2D, gBuffer.hFin, 0); check!glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, gBuffer.hStencil, 0); check!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); return frameBuffer; } void destroyFrameBuffer(ref FrameBuffer frameBuffer) { check!glDeleteFramebuffers(1, &frameBuffer.hFrameBuffer); } //====================================================================================================================== // ShaderPipeline //====================================================================================================================== struct ShaderPipeline { GLuint hShaderPipeline; }; ShaderPipeline createShaderPipeline() { ShaderPipeline shaderPipeline; glGenProgramPipelines(1, &shaderPipeline.hShaderPipeline); return shaderPipeline; } void destroyShaderPipeline(ref ShaderPipeline shaderPipeline) { glDeleteProgramPipelines(1, &shaderPipeline.hShaderPipeline); } //====================================================================================================================== // ShaderProgram //====================================================================================================================== struct ShaderProgram { GLuint hShaderProgram; }; ShaderProgram createShaderProgram(string source) { ShaderProgram shaderProgram; auto szSource = [source.toStringz()]; shaderProgram.hShaderProgram = check!glCreateShaderProgramv(GL_VERTEX_SHADER, 1, szSource.ptr); debug { int len; check!glGetProgramiv(this._id, GL_INFO_LOG_LENGTH , &len); if (len > 1) { char[] msg = new char[len]; check!glGetProgramInfoLog(this._id, len, null, cast(char*) msg); error(cast(string)msg); } } return shaderProgram; } void destroyShaderProgram(ref ShaderProgram shaderProgram) { check!glDeleteProgram(shaderProgram.hShaderProgram); } //====================================================================================================================== // VertexArrayObject //====================================================================================================================== struct VertexArrayObject { GLuint hVertexArrayObject; } VertexArrayObject createVertexArrayObject() { VertexArrayObject vertexArrayObject; check!glGenVertexArrays(1, &vertexArrayObject.hVertexArrayObject); return vertexArrayObject; } void destroyVertexArrayObject(ref VertexArrayObject vertexArrayObject) { check!glDeleteVertexArrays(1, &vertexArrayObject.hVertexArrayObject); } //====================================================================================================================== // VertexBufferObject //====================================================================================================================== struct VertexBufferObject { GLuint hVertexBufferObject; } VertexBufferObject createVertexBufferObject() { VertexBufferObject vertexBufferObject; check!glGenBuffers(1, &vertexBufferObject.hVertexBufferObject); return vertexBufferObject; } void destroyVertexArrayObject(ref VertexBufferObject vertexBufferObject) { check!glDeleteVertexArrays(1, &vertexBufferObject.hVertexBufferObject); } //====================================================================================================================== // //====================================================================================================================== final class Camera { } final class Viewport { int x; int y; int width; int height; } final class Scene { VertexBufferObject[] vertexBufferObjects; VertexArrayObject[] vertexArrayObjects; } struct RenderGroup { Scene scene; Camera camera; Viewport viewport; } class OpenGlRenderer { private: Window _window; GBuffer _gBuffer; GBuffer _frameBuffer; ShaderProgram _geometryPassVertexShader; ShaderProgram _geometryPassFragmentShader; ShaderProgram _stencilPassVertexShader; ShaderProgram _stencilPassFragmentShader; ShaderProgram _pointLightPassVertexShader; ShaderProgram _pointLightPassFragmentShader; ShaderPipeline _shaderPipeline; Camera[] _cameras; Viewport[] _viewports; Scene[] _scenes; RenderGroup[] _renderGroups; public: this(Window window) { _window = window; _gBuffer = createGBuffer(); _frameBuffer = createFrameBuffer(); _geometryPassVertexShader = createShaderProgram("TODO: load and pass source code"); _geometryPassFragmentShader = createShaderProgram("TODO: load and pass source code"); _stencilPassVertexShader = createShaderProgram("TODO: load and pass source code"); _stencilPassFragmentShader = createShaderProgram("TODO: load and pass source code"); _pointLightPassVertexShader = createShaderProgram("TODO: load and pass source code"); _pointLightPassFragmentShader = createShaderProgram("TODO: load and pass source code"); _shaderPipeline = createShaderPipeline(); } ~this() { destroyShaderPipeline(_shaderPipeline); destroyShaderProgram(_pointLightPassFragmentShader); destroyShaderProgram(_pointLightPassVertexShader); destroyShaderProgram(_stencilPassFragmentShader); destroyShaderProgram(_stencilPassVertexShader); destroyShaderProgram(_geometryPassFragmentShader); destroyShaderProgram(_geometryPassVertexShader); destroyFrameBuffer(_frameBuffer); destroyGBuffer(_gBuffer); } void run() { //-------------------------------------------------------------------------------------------------------------- // Render Loop //-------------------------------------------------------------------------------------------------------------- while(_keepRunning) { _window.makeAktiveRenderWindow(); glClearColor(0, 0, 0, 1); glClearDepth(1.0); for(renderGroup; _renderGroups) { with(renderGroup.viewport) glViewport(x, y, width, height); geometryPass(); lightningPass(); finalPass(); } } } void stop() { this._keepRunning = false; } private: //------------------------------------------------------------------------------------------------------------------ // Geometry Pass //------------------------------------------------------------------------------------------------------------------ void geometryPass() { //enable depth mask _before_ glClear ing the depth buffer! check!glDepthMask(GL_TRUE); check!glEnable(GL_DEPTH_TEST); check!glDepthFunc(GL_LEQUAL); check!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _frameBuffer.hframeBuffer); check!glDrawBuffer(GL_COLOR_ATTACHMENT3); GLenum[] drawBuffers = [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2]; check!glDrawBuffers(drawBuffers.length, drawBuffers.ptr); check!glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glBindProgramPipeline(shaderPipeline.hShaderPipeline); foreach(vao; _scenes) { mesh._vertexData.bind(); glUseProgramStages(_shaderPipeline.hShaderPipeline, GL_VERTEX_SHADER_BIT, _geometryPassVertexShader); glUseProgramStages(_shaderPipeline.hShaderPipeline, GL_FRAGMENT_SHADER_BIT, _geometryPassFragmentShader); setCullMode(CullMode.Back); mesh._vertexShader.sendUniform("u_vpMatrix", camera.viewProjectionMatrix); mesh._fragmentShader.sendTexture("u_textureImage", this._texture, 0); foreach(model; this._models) { mesh._vertexShader.sendUniform("u_modelMatrix", model.modelMatrix); check!glDrawArrays(GL_TRIANGLES, 0, 36); } mesh._vertexData.unbind(); } glBindProgramPipeline(0); check!glDepthMask(GL_FALSE); } //------------------------------------------------------------------------------------------------------------------ // Lightning Pass //------------------------------------------------------------------------------------------------------------------ void lightningPass() { this.framebuffer.bind(FrameBuffer.Target.Write); check!glDrawBuffer(GL_COLOR_ATTACHMENT3); check!glEnable(GL_STENCIL_TEST); foreach(pointLight; scene.pointLights) { //------------------------------------------------------------------------------------------------------ // Stencil Pass //------------------------------------------------------------------------------------------------------ glBindProgramPipeline(shaderPipeline.hShaderPipeline); this.framebuffer.bind(FrameBuffer.Target.Write); check!glDrawBuffer(GL_NONE); check!glClear(GL_STENCIL_BUFFER_BIT);//TODO: reqired? this._vao.bind(); check!glEnable(GL_DEPTH_TEST); check!glDisable(GL_CULL_FACE); check!glStencilFunc(GL_ALWAYS, 0, 0); check!glStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP); check!glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP); glUseProgramStages(shaderPipeline.hShaderPipeline, GL_VERTEX_SHADER_BIT, stencilPassVertexShader); glUseProgramStages(shaderPipeline.hShaderPipeline, GL_FRAGMENT_SHADER_BIT, stencilPassFragmentShader); this.vertexShader.sendUniform("u_mvpMatrix", camera.viewProjectionMatrix * pointLight.modelMatrix); check!glDrawArrays(GL_TRIANGLES, 0, 36); this._vao.unbind(); glBindProgramPipeline(0); //------------------------------------------------------------------------------------------------------ // PointLight Pass //------------------------------------------------------------------------------------------------------ glBindProgramPipeline(shaderPipeline.hShaderPipeline); //~ camera.gbuffer.bind(GBuffer.Pass.Lighting); this.framebuffer.bind(FrameBuffer.Target.Write); check!glDrawBuffer(GL_COLOR_ATTACHMENT3); this._vao.bind(); check!glDisable(GL_DEPTH_TEST); check!glEnable(GL_BLEND); check!glBlendFunc(GL_ONE, GL_ONE); check!glBlendEquation(GL_FUNC_ADD); check!glStencilFunc(GL_NOTEQUAL, 0, 0xFF); check!glEnable(GL_CULL_FACE); check!glCullFace(GL_FRONT); glUseProgramStages(shaderPipeline.hShaderPipeline, GL_VERTEX_SHADER_BIT, pointLightPassVertexShader); glUseProgramStages(shaderPipeline.hShaderPipeline, GL_FRAGMENT_SHADER_BIT, pointLightPassFragmentShader); this.vertexShader.sendUniform("u_mvpMatrix", camera.viewProjectionMatrix * pointLight.modelMatrix); this.fragmentShader.sendUniform("u_viewport", Vec4f(camera.viewport.x, camera.viewport.y, camera.viewport.width, camera.viewport.height)); this.fragmentShader.sendUniform("u_viewProjMatrix", camera.viewProjectionMatrix); this.fragmentShader.sendUniform("u_projMatrix", camera.projectionMatrix); this.fragmentShader.sendUniform("u_viewMatrix", camera.viewMatrix); this.fragmentShader.sendTexture("u_gbuffer.depth", camera.gbuffer.depth, 0); this.fragmentShader.sendTexture("u_gbuffer.normal", camera.gbuffer.normal, 1); this.fragmentShader.sendTexture("u_gbuffer.color", camera.gbuffer.color, 2); this.fragmentShader.sendTexture("u_gbuffer.depthstencil", camera.gbuffer.depthstencil, 4); this.fragmentShader.sendUniform("u_light.color", pointLight.color); this.fragmentShader.sendUniform("u_light.ambientIntensity", pointLight.ambientIntensity); this.fragmentShader.sendUniform("u_light.diffuseIntensity", pointLight.diffuseIntensity); this.fragmentShader.sendUniform("u_light.constant", pointLight.constant); this.fragmentShader.sendUniform("u_light.linear", pointLight.linear); this.fragmentShader.sendUniform("u_light.exp", pointLight.exp); this.fragmentShader.sendUniform("u_light.position", pointLight.position); check!glDrawArrays(GL_TRIANGLES, 0, 36); this._vao.unbind(); check!glDisable(GL_BLEND); glBindProgramPipeline(0); } check!glDisable(GL_STENCIL_TEST); } //------------------------------------------------------------------------------------------------------------------ // Final Pass //------------------------------------------------------------------------------------------------------------------ void finalPass() { check!glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); check!glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); check!glReadBuffer(GL_COLOR_ATTACHMENT3); with(camera.viewport) { check!glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_LINEAR); } _window.swapBuffers(); } } 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(); } } class InputHandler { private: Window _window; OpenGlRenderer _renderer; public: this(Window window, OpenGlRenderer renderer) { _window = window; _renderer = renderer; _window.onKey.connect!"_onKey"(this); _window.onClose.connect!"_onClose"(this); _window.onSize.connect!"_onSize"(this); _window.onPosition.connect!"_onPosition"(this); _window.onButton.connect!"_onButton"(this); _window.onCursorPos.connect!"_onCursorPos"(this); } private: void _onKey(Window window, Key key, ScanCode scanCode, KeyAction action, KeyMod keyMod) { if(window is _window && action == KeyAction.Pressed) { if(key == Key.Escape) { _renderer.stop(); } } } void _onClose(Window window) { _renderer.stop(); } void _onSize(Window window, int width, int height) { } void _onPosition(Window window, int x, int y) { } void _onButton(Window window , int button, ButtonAction action) { } void _onCursorPos(Window window, double x, double y) { } } void main() { auto window = initThree(); { OpenGlRenderer renderer = new OpenGlRenderer(window); InputHandler inputHandler = new InputHandler(window, renderer); renderer.run(); } import core.memory; GC.collect(); //Collect window _AFTER_ everything else this._window = null; GC.collect(); deinitThree(); } +++/