objective-gl ~master

High-level & thin OpenGL Wrapper/Helper.


To use this package, run the following command in your project's root directory:

Objective-GL

[Working-in-progress] High-level OpenGL Wrapper/Helper.

Features

  • Easy to use OpenGL 3.x
  • Memory/Resource safety(all objects are freed automatically)
  • dglsl support(Write shader codes in Dlang source)
  • Auto-generated vertex attribute configuration

API Documentation

objectivegl.core: https://pctg-x8.github.io/docs/objectivegl/core.html objectivegl.utils: https://pctg-x8.github.io/docs/objectivegl/utils.html

Example: Rendering with Objective-GL

Add project directory(.) to stringImportPaths in project settings(dub.sdl).

import derelict.glfw3.glfw3;
import objectivegl;                 // Objective-GL
import dglsl;

final class VertexShaderSource : Shader!Vertex
{
    @input
    {
        vec2 pos;
        vec4 color;
    }
    @output vec4 col_frag;

    void main()
    {
        col_frag = color;
        gl_Position = vec4(pos, 0.0f, 1.0f);
    }
}
final class FragmentShaderSource : Shader!Fragment
{
    @input vec4 col_frag;
    @output vec4 color;

    void main() { color = col_frag; }
}
struct VertexData
{
    // input elements are marked by @element attribute
    @element("pos") float[2] pos;
    @element("color") float[4] col;
}

void main()
{
    DerelictGL3.load();
    DerelictGLFW3.load();
    if(!glfwInit()) throw new Exception("GLFW initialization failed.");
    scope(exit) glfwTerminate();

    // For Intel Graphics(Forced to use OpenGL 3.3 Core Profile)
    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
    glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

    auto pWindow = glfwCreateWindow(640, 480, "Rendering with Objective-GL", null, null);
    if(pWindow is null) throw new Exception("GLFW window creation failed.");
    glfwMakeContextCurrent(pWindow);
    DerelictGL3.reload();

    // objective-gl resources //
    auto shader = ShaderProgram.fromDSLClasses!(VertexData, VertexShaderSource, FragmentShaderSource);
    auto vertices = VertexArray.fromSlice([
        VertexData([0.0f, 0.0f], [1.0f, 1.0f, 1.0f, 1.0f]),
        VertexData([1.0f, 0.0f], [0.0f, 1.0f, 1.0f, 1.0f]),
        VertexData([0.0f, 1.0f], [1.0f, 0.0f, 1.0f, 1.0f])
    ], shader);

    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    while(!glfwWindowShouldClose(pWindow))
    {
        int w, h;
        glfwGetFramebufferSize(pWindow, &w, &h);
        glViewport(0, 0, w, h);
        glClear(GL_COLOR_BUFFER_BIT);

        vertices.drawInstanced!GL_TRIANGLES(1);
        shader.activate();

        glfwSwapBuffers(pWindow);
        glfwWaitEvents();
    }
}

Future Features

  • Create Texture2D from image files
  • Texture1D/3D support
  • Integer type support for Input Element Descriptor
  • HDR/Buffer-like Pixel Format support
  • Tessellator stage shaders support
Authors:
  • S.Percentage
Dependencies:
derelict-gl3
Versions:
0.0.2 2016-May-08
0.0.1 2016-Apr-23
~master 2017-Jan-10
~stable 2016-May-10
Show all 4 versions
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Score:
1.3
Short URL:
objective-gl.dub.pm