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module dglut.dglut_test; |
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import dglut.opengl, dglut.vector, std.stdio, std.math; |
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import std.c.stdlib: exit; |
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extern(System) void key(char key, int x, int y) { |
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if (key == 'q') exit(0); |
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} |
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extern(System) { |
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void glutInit(int *argc, char **argv); |
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void glutInitDisplayMode(uint mode); |
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void glutInitWindowSize(int, int); |
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int glutCreateWindow(char *title); |
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void gluOrtho2D(Repeat!(4, double) lrbt); |
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void glutKeyboardFunc(void function(char, int, int)); |
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void glutDisplayFunc(void function()); |
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void glutIdleFunc(void function()); |
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void glutMainLoop(); |
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void gluLookAt(Repeat!(3, double) eye, Repeat!(3, double) center, Repeat!(3, double) up); |
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void gluPerspective(double fovy, double aspect, double znear, double zfar); |
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void glutSwapBuffers(); |
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} |
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mixin ConstEnum!(ushort, "*2", 1, Prepend!( |
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"GLUT_", |
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Expand!("{INDEX|DOUBLE|ACCUM|ALPHA|DEPTH|STENCIL|UNUSED|MULTISAMPLE|STEREO|LUMINANCE}") |
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) |
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); |
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const ushort GLUT_RGB=0, GLUT_RGBA=0, GLUT_SINGLE=0; |
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void setupLights() { |
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glEnable(GL_LIGHTING); |
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with (Light[0]) { |
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enable; |
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position(lightpos.parts, true); |
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ambient=[0, 0, 0, 1]; |
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diffuse=[1, 1, 1, 1]; |
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specular=[1, 1, 1, 1]; |
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} |
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/*with (Light[1]) { |
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enable; |
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position([10, 50, 70], true); |
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ambient=[0f, 0f, 0.2f, 1f]; |
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diffuse=[2, 1, 1, 1]; |
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specular=[1, 1, 1, 1]; |
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}*/ |
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} |
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import std.string: toStringz; |
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import dglut.ext; |
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FrameBuffer test; Texture target; |
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float[32] cameraMatrix, lightMatrix; // projection, view 4x4 |
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vec3f campos, lightpos; |
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void main(string[] args) { |
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int c_argc=args.length; |
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char*[] c_args; |
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foreach (arg; args) c_args~=toStringz(arg); |
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c_args~=null; |
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glutInit(&c_argc, c_args.ptr); |
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glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH); |
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glutInitWindowSize(400, 400); |
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auto win = glutCreateWindow("Triangle\0".ptr); |
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campos=vec3f(0, 5, -10); |
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lightpos=vec3f(100, -100, 10); |
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writefln(Extensions.igrep("framebuffer_object")); |
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target=new Texture(1024, 1024); |
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glChecked("CreateFramebuffer", test=new FrameBuffer, test.attach(GL_COLOR_ATTACHMENT0_EXT, GL_RGBA, target)); |
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writefln(test, " created - ", test.width, ":", test.height); |
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MatrixMode.Projection; |
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glLoadIdentity; |
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gluPerspective(45, 1.0, 0.1, 100); |
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MatrixMode.Modelview; |
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Texture.enable; |
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glEnable(GL_DEPTH_TEST); |
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glutDisplayFunc=&display; |
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glutIdleFunc=&display; |
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glutKeyboardFunc=&key; |
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glutMainLoop; |
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return 0; |
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} |
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const FONT=cast(void*) 0x804a018; |
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const CHAR_W=8, CHAR_H=13, CHAR_DESCENT=3, LINE_SEP=2; |
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extern(System) { |
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void glutBitmapCharacter(void *font, int ch); |
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void glLoadIdentity(); |
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} |
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void times(size_t t, void delegate()[] dgs...) { while (t--) foreach (dg; dgs) dg(); } |
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extern(System) void display() { d_display_wrap(); } |
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void d_display_wrap() { try glChecked("d_display", d_display); catch (Exception e) { writefln("Error in display: ", e); throw e; } } |
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import std.c.time, std.random; |
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void d_display() { |
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static int fps; |
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static typeof(time(null)) last; |
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++fps; |
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if (last!=time(null)) { |
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last=time(null); |
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writefln(fps, " fps"); |
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fps=0; |
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} |
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glLoadIdentity; |
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static float f=0; |
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f+=1; |
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Translate(0, 0, -5); |
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Translate(sin(f*0.01), 0, 0); |
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Rotate(f*0.2, 0, 1, 0); |
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Rotate(f*0.1, 1, 1, 0); |
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glChecked("RenderToFramebuffer", MatrixScope(test.Using(renderScene(f)))); |
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glChecked("RenderToScreen", renderScene(f)); |
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glFlush; |
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glutSwapBuffers(); |
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} |
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void renderScene(float t) { |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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setupLights(); |
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auto points=[ |
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vec3f(-1, -1, -1), vec3f(1, -1, -1), vec3f(-1, 1, -1), vec3f(1, 1, -1), |
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vec3f(-1, -1, 1), vec3f(1, -1, 1), vec3f(-1, 1, 1), vec3f(1, 1, 1) |
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]; |
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alias Vector!(vec3f, 3) Triangle; |
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Triangle[] subdivide(Triangle[] from) { |
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auto res=new Triangle[from.length*4]; |
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foreach (index, tri; from) with (tri) { |
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//if ((index&127) == 0) writefln(index, "/", from.length); |
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auto xy=(x+y)/2, yz=(y+z)/2, zx=(z+x)/2; |
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res[index*4..index*4+4] = [Triangle(x, xy, zx), Triangle(y, yz, xy), Triangle(z, zx, yz), Triangle(xy, yz, zx)]; |
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} |
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return res; |
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} |
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void deform(ref vec3f vec) { |
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vec.normalize; |
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vec.length=sin(vec.x*sin(t*0.01)*16)*0.2 + cos(vec.y*vec.z*cos(t*0.01)*16)*0.2+1; |
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} |
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static Triangle[] cube; |
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Triangle[] face(vec3f a, vec3f b, vec3f c, vec3f d) { return [Triangle(a, b, c), Triangle(c, d, a)][]; } |
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if (!cube.length) { |
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cube=face(points[0], points[2], points[3], points[1]) |
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~ face(points[4], points[5], points[7], points[6]) |
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~ face(points[0], points[1], points[5], points[4]) |
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~ face(points[3], points[2], points[6], points[7]) |
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~ face(points[0], points[4], points[6], points[2]) |
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~ face(points[1], points[3], points[7], points[5]) |
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; |
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times(5, { cube=cube.subdivide(); }); |
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} |
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auto normals=new vec3f[cube.length]; |
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foreach (id, ref tri; cube) with (tri) { |
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foreach (ref vec; parts) deform(vec); |
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normals[id]=(y-x).cross(z-x).normalized; |
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} |
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static Texture tex; |
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glChecked("DisplayGenerateTexture", { |
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if (!tex) tex=new Texture(64, 64, true, (float x, float y) { return vec3f(sin(x)*2+2, y, (x-0.5)*(y-0.5)); }); |
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}); |
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with (Material.FrontAndBack) { |
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//specular=[.3f, .3f, .3f, 1f]; |
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emission=[0f, 0f, 0f, 1f]; |
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} |
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glChecked("DisplayBindTextue", tex.bind); |
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glChecked("DisplayRenderShape", Triangles({ |
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foreach (id, t; cube) { |
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Normal(normals[id]); |
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TexCoord(0, 0); Vertex(t.x); |
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TexCoord(0, 1); Vertex(t.y); |
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TexCoord(1, 0); Vertex(t.z); |
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} |
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})); |
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//writefln(cube.length, " triangles rendered"); |
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} |
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