David suggested I start a new thread rather than asking on an old existing one (probably wants to get rid of me). So what I have done is created the most parred back, hello world type program that could run under the GL3 enforcement policies dictated by Derelict2. Fixed function pipeline is out. The vertex positions fit within clip space so there is no need to be sending projection, view or model matricies to the vertex shader, nor any need therein to be altering the vertex positions; they simply get set to gl_Position. The fragment shader assigns red to gl_FragColor. I have read somewhere that vaos are required for GL3 and that vbos hang pointlessly without the chaperone of a vao, regardless, the code can draw either vao or vbo depending on which draw function is not commented out in the loop. The problem is, however, that neither function draws anything. Yet all the initializations are returning true; the SDL window pops up and gets cleared to black. Is there a problem with Derelict2?

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

pragma(lib, "DerelictUtil.lib");
pragma(lib, "DerelictSDL2.lib");
pragma(lib, "DerelictGL3.lib");

SDL_Window *win;
SDL_GLContext context;
int w=800, h=600;
bool running=true;
int shader = 0;
uint vao=0, vbo=0;

bool loadLibs(){
    try{
        DerelictSDL2.load();
    }catch(Exception e){
        writeln("Error loading SDL2 lib");
        return false;
    }
    try{
        DerelictGL3.load();
    }catch(Exception e){
        writeln("Error loading GL3 lib");
        return false;
    }

    return true;
}
bool initSDL(){
        if(SDL_Init(SDL_INIT_VIDEO) < 0){
                writefln("Error initializing SDL");
                return false;
        }
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
        SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
        SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
        SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);

win=SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, w, h, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
        if(!win){
                writefln("Error creating SDL window");
                SDL_Quit();
                return false;
        }

    context=SDL_GL_CreateContext(win);
    SDL_GL_SetSwapInterval(1);

    DerelictGL3.reload();

    return true;
}
bool initGL(){
        glClearColor(0.0, 0.0, 0.0, 1.0);
        glViewport(0, 0, w, h);

        return true;
}
bool initShaders(){
        const string vshader="
        #version 330
        layout(location = 0) in vec4 pos;
        void main(void)
        {
    gl_Position = pos;
        }
        ";
        const string fshader="
        #version 330
        void main(void)
        {
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
        }
        ";

        shader=glCreateProgram();
        if(shader == 0){
                writeln("Error: GL did not assigh main shader program id");
                return false;
        }
        int vshad=glCreateShader(GL_VERTEX_SHADER);
        const char *vptr=toStringz(vshader);
        glShaderSource(vshad, 1, &vptr, null);
        glCompileShader(vshad); 
        int status, len;
        glGetShaderiv(vshad, GL_COMPILE_STATUS, &status);
        if(status==GL_FALSE){
                glGetShaderiv(vshad, GL_INFO_LOG_LENGTH, &len);
                char[] error=new char[len];
                glGetShaderInfoLog(vshad, len, null, cast(char*)error);
                writeln(error);
                return false;
        }
        int fshad=glCreateShader(GL_FRAGMENT_SHADER);
        const char *fptr=toStringz(fshader);
        glShaderSource(fshad, 1, &fptr, null);
        glCompileShader(fshad); 
        glGetShaderiv(vshad, GL_COMPILE_STATUS, &status);
        if(status==GL_FALSE){
                glGetShaderiv(fshad, GL_INFO_LOG_LENGTH, &len);
                char[] error=new char[len];
                glGetShaderInfoLog(fshad, len, null, cast(char*)error);
                writeln(error);
                return false;
        }
        glAttachShader(shader, vshad);
        glAttachShader(shader, fshad);
        glLinkProgram(shader);
        glGetShaderiv(shader, GL_LINK_STATUS, &status);
        if(status==GL_FALSE){
                glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
                char[] error=new char[len];
                glGetShaderInfoLog(shader, len, null, cast(char*)error);
                writeln(error);
                return false;
        }

        return true;
}
bool initVAO(){
        const float[] v = [     0.75f, 0.75f, 0.0f, 1.0f,
                                0.75f, -0.75f, 0.0f, 1.0f,
                                -0.75f, -0.75f, 0.0f, 1.0f];
        glGenVertexArrays(1, &vao);
        if(vao<1){
                writeln("Error: GL failed to assign vao id");
                return false;
        }

        glBindVertexArray(vao);

        glGenBuffers(1, &vbo);
        if(vbo<1){
                writeln("Error: GL failed to assign vbo id");
                return false;
        }
        
        glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, v.length * GL_FLOAT.sizeof, &v, GL_STATIC_DRAW);
        glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);//is this right casting a void pointer for 0 offset?
                        
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glBindVertexArray(0);   

        return true;
}

void drawVao(){
        glUseProgram(shader);

        glBindVertexArray(vao);
        glDrawArrays(GL_TRIANGLES, 0, 6);

        glBindVertexArray(0);
        glUseProgram(0);
}
void drawVbo(){
        glUseProgram(shader);
        glBindBuffer(GL_ARRAY_BUFFER, vbo);

        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, null);
        glDrawArrays(GL_TRIANGLES, 0, 6);
        
        glBindBuffer(GL_ARRAY_BUFFER, 0);
        glUseProgram(0);
}


int main()
{
        writeln("Load libs: ", loadLibs());//true
        writeln("Init sdl: ", initSDL());//true
        writeln("Init gl: ", initGL());//true
        writeln("Init shaders: ", initShaders());//true
        writeln("Init vao: ", initVAO());//true

        while(running){
                SDL_Event e;
                while(SDL_PollEvent(&e)){
                        switch(e.type){
                                case SDL_KEYDOWN:
                                running=false;
                                break;
                                default:
                                break;
                        }
                }
                glClear(GL_COLOR_BUFFER_BIT);

                //drawVao();
                drawVbo();

                SDL_GL_SwapWindow(win);
        }
        SDL_GL_DeleteContext(context);
        SDL_DestroyWindow(win);
        SDL_Quit();
        

        return 0;
}

Reply via email to