使用D语言的OpenGL 3渲染一个简单的矩形

时间:2012-03-06 04:11:41

标签: d opengl-3 dmd

我疯了,因为我无法在屏幕上显示一组简单的三角形。

我正在使用OpenGL3(没有弃用的固定管道)使用D编程语言的废弃绑定。

您能否在以下程序中发现错误?它编译得很好,不会抛出任何OpenGL / GLSL错误。它只显示一个空白的屏幕,我设置了清晰的颜色。

import std.string;
import std.conv;
import derelict.opengl3.gl3;
import derelict.sdl2.sdl2;

immutable string minimalVertexShader = `
#version 120
attribute vec2 position;
void main(void)
{
    gl_Position = vec4(position, 0, 1);
}
`;

immutable string minimalFragmentShader = `
#version 120
void main(void)
{
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
`;

void main() {
    DerelictSDL2.load();
    DerelictGL3.load();

    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        throw new Exception("Failed to initialize SDL: " ~ to!string(SDL_GetError()));
    }

    // Set OpenGL version
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);

    // Set OpenGL attributes
    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

    auto sdlwindow = SDL_CreateWindow("D App",
        SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
        640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);

    if (!sdlwindow)
        throw new Exception("Failed to create a SDL window: " ~ to!string(SDL_GetError()));

    SDL_GL_CreateContext(sdlwindow);
    DerelictGL3.reload();

    float[] vertices = [ -1, -1,  1, -1,  -1, 1,  1, 1];
    ushort[] indices = [0, 1, 2, 3];
    uint vbo, ibo;
    // Create VBO
    glGenBuffers(1, &vbo);
    glBindBuffer(GL_ARRAY_BUFFER, vbo);
    glBufferData(GL_ARRAY_BUFFER, vertices.sizeof, vertices.ptr, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Create IBO
    glGenBuffers(1, &ibo);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.sizeof, indices.ptr, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);

    // Program
    auto program = glCreateProgram();
    // Vertex Shader
    auto vsh = glCreateShader(GL_VERTEX_SHADER);
    auto vshSrc = minimalVertexShader.toStringz;
    glShaderSource(vsh, 1, &vshSrc, null);
    glCompileShader(vsh);
    glAttachShader(program, vsh);
    // Fragment Shader
    auto fsh = glCreateShader(GL_FRAGMENT_SHADER);
    auto fshSrc = minimalFragmentShader.toStringz;
    glShaderSource(fsh, 1, &fshSrc, null);
    glCompileShader(fsh);
    glAttachShader(program, fsh);

    glLinkProgram(program);
    glUseProgram(program);

    auto position = glGetAttribLocation(program, "position");
    auto run = true;

    while (run) {
        SDL_Event event;
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
                case SDL_QUIT:
                    run = false;
                default:
                    break;
            }
        }

        glClearColor(1, 0.9, 0.8, 1);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
        glEnableVertexAttribArray(position);
        glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, vertices.sizeof, null);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
        glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, null);
        glDisableVertexAttribArray(position);

        SDL_GL_SwapWindow(sdlwindow);
    }
}

1 个答案:

答案 0 :(得分:13)

在这一行:

glVertexAttribPointer(position, 2, GL_FLOAT, GL_FALSE, vertices.sizeof, null);

您确定要vertices.sizeof,其值为16吗?在D中,动态数组是具有两个成员(ptrlength)的结构。您可能需要float.sizeoffloat.sizeof * 2

同样适用于BufferData来电。