diff --git a/examples/opengl/opengl-msvc.visualdproj b/examples/opengl/opengl-msvc.visualdproj
index a37128b1..183d5c8a 100644
--- a/examples/opengl/opengl-msvc.visualdproj
+++ b/examples/opengl/opengl-msvc.visualdproj
@@ -155,7 +155,7 @@
$(CC) -c
1
$(DMDInstallDir)windows\bin\dmd.exe
- $(SolutionDir)/src $(SolutionDir)/3rdparty $(SolutionDir)/deps/DerelictGL3/source $(SolutionDir)/deps/DerelictUtil/source $(SolutionDir)/deps/DerelictFT/source $(SolutionDir)/deps/DerelictSDL2/source
+ $(SolutionDir)/src $(SolutionDir)/3rdparty $(SolutionDir)/deps/DerelictGL3/source $(SolutionDir)/deps/DerelictUtil/source $(SolutionDir)/deps/DerelictFT/source $(SolutionDir)/deps/DerelictSDL2/source $(SolutionDir)/deps/gl3n
views views/res views/res/i18n views/res/mdpi views/res/hdpi
$(ConfigurationName)
$(OutDir)
diff --git a/examples/opengl/src/openglexample.d b/examples/opengl/src/openglexample.d
index 9c7ffe20..603dbec8 100644
--- a/examples/opengl/src/openglexample.d
+++ b/examples/opengl/src/openglexample.d
@@ -31,6 +31,8 @@ static if (ENABLE_OPENGL) {
import derelict.opengl3.gl3;
import derelict.opengl3.gl;
+ import dlangui.graphics.glsupport;
+ import dlangui.graphics.gldrawbuf;
class MyOpenglWidget : VerticalLayout {
this() {
@@ -98,16 +100,16 @@ static if (ENABLE_OPENGL) {
Log.v("GlGears: OpenGL is disabled");
return;
}
- _oldApi = !!glLightfv;
+ _oldApi = glSupport.legacyMode; // !!glLightfv;
if (_oldApi) {
- drawUsingOldAPI(rc);
+ drawUsingOldAPI(windowRect, rc);
} else {
- drawUsingNewAPI(rc);
+ drawUsingNewAPI(windowRect, rc);
}
}
/// Legacy API example (glBegin/glEnd)
- void drawUsingOldAPI(Rect rc) {
+ void drawUsingOldAPI(Rect windowRect, Rect rc) {
static bool _initCalled;
if (!_initCalled) {
Log.d("GlGears: calling init()");
@@ -126,9 +128,134 @@ static if (ENABLE_OPENGL) {
glDisable(GL_DEPTH_TEST);
}
+ MyProgram _program;
+
+ GLTexture _tx;
+ float[] vertices;
+ float[] texcoords;
+ float[4*6*6] colors;
+ void createMesh() {
+ if (!_tx)
+ _tx = new GLTexture("crate");
+ // define Cube mesh
+ vertices = [
+ -1.0f,-1.0f,-1.0f, // triangle 1 : begin
+ -1.0f,-1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, // triangle 1 : end
+ 1.0f, 1.0f,-1.0f, // triangle 2 : begin
+ -1.0f,-1.0f,-1.0f,
+ -1.0f, 1.0f,-1.0f, // triangle 2 : end
+ 1.0f,-1.0f, 1.0f,
+ -1.0f,-1.0f,-1.0f,
+ 1.0f,-1.0f,-1.0f,
+ 1.0f, 1.0f,-1.0f,
+ 1.0f,-1.0f,-1.0f,
+ -1.0f,-1.0f,-1.0f,
+ -1.0f,-1.0f,-1.0f,
+ -1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f,-1.0f,
+ 1.0f,-1.0f, 1.0f,
+ -1.0f,-1.0f, 1.0f,
+ -1.0f,-1.0f,-1.0f,
+ -1.0f, 1.0f, 1.0f,
+ -1.0f,-1.0f, 1.0f,
+ 1.0f,-1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f,
+ 1.0f,-1.0f,-1.0f,
+ 1.0f, 1.0f,-1.0f,
+ 1.0f,-1.0f,-1.0f,
+ 1.0f, 1.0f, 1.0f,
+ 1.0f,-1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f,-1.0f,
+ -1.0f, 1.0f,-1.0f,
+ 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f,-1.0f,
+ -1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f,
+ 1.0f,-1.0f, 1.0f
+ ];
+ float tx0 = 0.0f;
+ float tx1 = 1.0f;
+ float ty0 = 0.0f;
+ float ty1 = 1.0f;
+ texcoords = [
+ //
+ tx0, ty1,
+ tx0, ty0,
+ tx1, ty0,
+ tx1, ty0,
+ tx1, ty1,
+ tx0, ty1,
+ //
+ tx0, ty1,
+ tx0, ty0,
+ tx1, ty0,
+ tx1, ty0,
+ tx1, ty1,
+ tx0, ty1,
+ //
+ tx0, ty1,
+ tx0, ty0,
+ tx1, ty0,
+ tx1, ty0,
+ tx1, ty1,
+ tx0, ty1,
+ //
+ tx0, ty1,
+ tx0, ty0,
+ tx1, ty0,
+ tx1, ty0,
+ tx1, ty1,
+ tx0, ty1,
+ //
+ tx0, ty1,
+ tx0, ty0,
+ tx1, ty0,
+ tx1, ty0,
+ tx1, ty1,
+ tx0, ty1,
+ //
+ tx0, ty1,
+ tx0, ty0,
+ tx1, ty0,
+ tx1, ty0,
+ tx1, ty1,
+ tx0, ty1,
+ ];
+ // init with white color
+ foreach(ref cl; colors)
+ cl = 1.0f;
+ }
+
/// New API example (OpenGL3+, shaders)
- void drawUsingNewAPI(Rect rc) {
+ void drawUsingNewAPI(Rect windowRect, Rect rc) {
// TODO: put some sample code here
+ if (!_program) {
+ _program = new MyProgram();
+ createMesh();
+ }
+ if (!_program.check())
+ return;
+
+ if (!_tx.isValid) {
+ Log.e("Invalid texture");
+ return;
+ }
+
+ import gl3n.linalg;
+ mat4 projectionMatrix = mat4.perspective(rc.width, rc.height, 45.0f, 0.5f, 100.0f);
+ mat4 viewMatrix = mat4.translation(0.0f, 0.0f, -4.0f);
+ mat4 modelMatrix = mat4.identity;
+ mat4 m = projectionMatrix * viewMatrix * modelMatrix;
+
+ float[16] matrix;
+ for (int y = 0; y < 4; y++)
+ for (int x = 0; x < 4; x++)
+ matrix[y * 4 + x] = m[y][x];
+
+ _program.execute(vertices, colors, texcoords, _tx.texture, true, matrix);
}
/// returns true is widget is being animated - need to call animate() and redraw
@property override bool animating() { return true; }
@@ -145,8 +272,100 @@ static if (ENABLE_OPENGL) {
}
}
+ // ====================================================================================
+ // Shaders based example
- // Sample project for old API: GlxGears
+ class MyProgram : GLProgram {
+ @property override string vertexSource() {
+ return q{
+ in vec4 vertex;
+ in vec4 colAttr;
+ in vec4 texCoord;
+ out vec4 col;
+ out vec4 texc;
+ uniform mat4 matrix;
+ void main(void)
+ {
+ gl_Position = matrix * vertex;
+ col = colAttr;
+ texc = texCoord;
+ }
+ };
+
+ }
+ @property override string fragmentSource() {
+ return q{
+ uniform sampler2D tex;
+ in vec4 col;
+ in vec4 texc;
+ out vec4 outColor;
+ void main(void)
+ {
+ outColor = texture(tex, texc.st) * col;
+ }
+ };
+ }
+
+ protected GLint matrixLocation;
+ protected GLint vertexLocation;
+ protected GLint colAttrLocation;
+ protected GLint texCoordLocation;
+ override bool initLocations() {
+ matrixLocation = getUniformLocation("matrix");
+ vertexLocation = getAttribLocation("vertex");
+ colAttrLocation = getAttribLocation("colAttr");
+ texCoordLocation = getAttribLocation("texCoord");
+ return matrixLocation >= 0 && vertexLocation >= 0 && colAttrLocation >= 0 && texCoordLocation >= 0;
+ }
+
+ bool execute(float[] vertices, float[] colors, float[] texcoords, Tex2D texture, bool linear, float[16] matrix) {
+ if(!check())
+ return false;
+
+ glEnable(GL_BLEND);
+ checkgl!glDisable(GL_CULL_FACE);
+ checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ bind();
+ checkgl!glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
+
+ texture.setup();
+ texture.setSamplerParams(linear);
+
+ VAO vao = new VAO();
+
+ VBO vbo = new VBO();
+ vbo.fill([vertices, colors, texcoords]);
+
+ glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0);
+ glVertexAttribPointer(colAttrLocation, 4, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof));
+ glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof));
+
+ glEnableVertexAttribArray(vertexLocation);
+ glEnableVertexAttribArray(colAttrLocation);
+ glEnableVertexAttribArray(texCoordLocation);
+
+ checkgl!glDrawArrays(GL_TRIANGLES, 0, cast(int)vertices.length/3);
+
+ glDisableVertexAttribArray(vertexLocation);
+ glDisableVertexAttribArray(colAttrLocation);
+ glDisableVertexAttribArray(texCoordLocation);
+
+ unbind();
+
+ destroy(vbo);
+ destroy(vao);
+
+ texture.unbind();
+ return true;
+ }
+ }
+
+
+
+
+ //=====================================================================================
+ // Legacy OpenGL API example
+ // GlxGears
import std.math;
static __gshared GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
diff --git a/examples/opengl/views/res/mdpi/crate.png b/examples/opengl/views/res/mdpi/crate.png
new file mode 100644
index 00000000..18687fff
Binary files /dev/null and b/examples/opengl/views/res/mdpi/crate.png differ
diff --git a/examples/opengl/views/resources.list b/examples/opengl/views/resources.list
index 0fc68b55..bf609e9e 100644
--- a/examples/opengl/views/resources.list
+++ b/examples/opengl/views/resources.list
@@ -1 +1,2 @@
res/mdpi/tx_fabric.jpg
+res/mdpi/crate.png
diff --git a/src/dlangui/graphics/gldrawbuf.d b/src/dlangui/graphics/gldrawbuf.d
index e4cf031f..3aeb6963 100644
--- a/src/dlangui/graphics/gldrawbuf.d
+++ b/src/dlangui/graphics/gldrawbuf.d
@@ -318,7 +318,7 @@ private class GLImageCache {
destroy(_drawbuf);
_drawbuf = null;
}
- if (_texture.ID != 0) {
+ if (_texture && _texture.ID != 0) {
destroy(_texture);
_texture = null;
}
@@ -928,3 +928,73 @@ public:
}
}
}
+
+
+/// GL Texture object from image
+static class GLTexture {
+ protected int _dx;
+ protected int _dy;
+ protected int _tdx;
+ protected int _tdy;
+
+ @property Point imageSize() {
+ return Point(_dx, _dy);
+ }
+
+ protected Tex2D _texture;
+ /// returns texture object
+ @property Tex2D texture() { return _texture; }
+ /// returns texture id
+ @property uint textureId() { return _texture ? _texture.ID : 0; }
+
+ bool isValid() {
+ return _texture && _texture.ID;
+ }
+ /// image coords to UV
+ float[2] uv(int x, int y) {
+ float[2] res;
+ res[0] = x * cast(float) _dx / _tdx;
+ res[1] = y * cast(float) _dy / _tdy;
+ return res;
+ }
+ float[2] uv(Point pt) {
+ float[2] res;
+ res[0] = pt.x * cast(float) _dx / _tdx;
+ res[1] = pt.y * cast(float) _dy / _tdy;
+ return res;
+ }
+ /// return UV coords for bottom right corner
+ float[2] uv() {
+ return uv(_dx, _dy);
+ }
+
+ this(string resourceId) {
+ import dlangui.graphics.resources;
+ string path = drawableCache.findResource(resourceId);
+ this(cast(ColorDrawBuf)imageCache.get(path));
+ }
+
+ this(ColorDrawBuf buf) {
+ if (buf) {
+ _dx = buf.width;
+ _dy = buf.height;
+ _tdx = nearestPOT(_dx);
+ _tdy = nearestPOT(_dy);
+ _texture = new Tex2D();
+ if (!_texture.ID)
+ return;
+ uint * pixels = buf.scanLine(0);
+ if (!glSupport.setTextureImage(_texture, buf.width, buf.height, cast(ubyte*)pixels)) {
+ destroy(_texture);
+ _texture = null;
+ return;
+ }
+ }
+ }
+ ~this() {
+ if (_texture && _texture.ID != 0) {
+ destroy(_texture);
+ _texture = null;
+ }
+ }
+}
diff --git a/src/dlangui/graphics/glsupport.d b/src/dlangui/graphics/glsupport.d
index 9cc9cfd7..171bcb50 100644
--- a/src/dlangui/graphics/glsupport.d
+++ b/src/dlangui/graphics/glsupport.d
@@ -260,8 +260,8 @@ class SolidFillProgram : GLProgram {
col = colAttr;
}
};
-
}
+
@property override string fragmentSource() {
return q{
in vec4 col;
@@ -278,7 +278,7 @@ class SolidFillProgram : GLProgram {
checkgl!glDisable(GL_CULL_FACE);
checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
bind();
- checkgl!glUniformMatrix4fv(matrixLocation, 1, false, glSupport.qtmatrix.ptr);
+ checkgl!glUniformMatrix4fv(matrixLocation, 1, false, glSupport.projectionMatrix.ptr);
}
void afterExecute() {
@@ -842,7 +842,11 @@ class GLSupport {
/// current gl buffer height
private int bufferDy;
//private float[16] matrix;
- private float[16] qtmatrix;
+ private float[16] _projectionMatrix;
+
+ @property float[16] projectionMatrix() {
+ return _projectionMatrix;
+ }
void QMatrix4x4_ortho(float left, float right, float bottom, float top, float nearPlane, float farPlane)
{
@@ -873,7 +877,7 @@ class GLSupport {
m[3][3] = 1.0f;
for (int y = 0; y < 4; y++)
for (int x = 0; x < 4; x++)
- qtmatrix[y * 4 + x] = m[y][x];
+ _projectionMatrix[y * 4 + x] = m[y][x];
}
void QMatrix4x4_perspective(float angle, float aspect, float nearPlane, float farPlane)
@@ -910,10 +914,11 @@ class GLSupport {
for (int y = 0; y < 4; y++)
for (int x = 0; x < 4; x++)
- qtmatrix[y * 4 + x] = m[y][x];
+ _projectionMatrix[y * 4 + x] = m[y][x];
}
void setOrthoProjection(Rect windowRect, Rect view) {
+ flushGL();
bufferDx = windowRect.width;
bufferDy = windowRect.height;
QMatrix4x4_ortho(view.left, view.right, view.top, view.bottom, 0.5f, 50.0f);
@@ -923,7 +928,7 @@ class GLSupport {
glMatrixMode(GL_PROJECTION);
//checkgl!glPushMatrix();
//glLoadIdentity();
- glLoadMatrixf(qtmatrix.ptr);
+ glLoadMatrixf(_projectionMatrix.ptr);
//glOrthof(0, _dx, 0, _dy, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
//checkgl!glPushMatrix();
@@ -933,11 +938,21 @@ class GLSupport {
}
void setPerspectiveProjection(Rect windowRect, Rect view, float fieldOfView, float nearPlane, float farPlane) {
-
+ flushGL();
bufferDx = windowRect.width;
bufferDy = windowRect.height;
float aspectRatio = cast(float)view.width / cast(float)view.height;
QMatrix4x4_perspective(fieldOfView, aspectRatio, nearPlane, farPlane);
+ if (_legacyMode) {
+ glMatrixMode(GL_PROJECTION);
+ //checkgl!glPushMatrix();
+ //glLoadIdentity();
+ glLoadMatrixf(_projectionMatrix.ptr);
+ //glOrthof(0, _dx, 0, _dy, -1.0f, 1.0f);
+ glMatrixMode(GL_MODELVIEW);
+ //checkgl!glPushMatrix();
+ glLoadIdentity();
+ }
checkgl!glViewport(view.left, currentFBO ? view.top : windowRect.height - view.bottom, view.width, view.height);
}
}