1 module d3d;
2 
3 import dlangui;
4 import dlangui.graphics.scene.scene3d;
5 import dlangui.graphics.scene.camera;
6 import dlangui.graphics.scene.mesh;
7 import dlangui.graphics.scene.material;
8 import dlangui.graphics.scene.effect;
9 import dlangui.graphics.scene.model;
10 import dlangui.graphics.scene.node;
11 import dlangui.graphics.scene.light;
12 import dlangui.graphics.scene.objimport;
13 import dlangui.graphics.scene.fbximport;
14 import dlangui.graphics.glsupport;
15 import dlangui.graphics.gldrawbuf;
16 import bindbc.opengl;
17 
18 mixin APP_ENTRY_POINT;
19 
20 /// entry point for dlangui based application
21 extern (C) int UIAppMain(string[] args) {
22     // embed resources listed in views/resources.list into executable
23     embeddedResourceList.addResources(embedResourcesFromList!("resources.list")());
24 
25     // create window
26     Window window = Platform.instance.createWindow("DlangUI example - 3D Application", null, WindowFlag.Resizable, 600, 500);
27     static if (ENABLE_OPENGL) {
28         window.mainWidget = new UiWidget();
29     } else {
30         window.mainWidget = new TextWidget("error", "Please build with OpenGL enabled"d);
31     }
32 
33     //MeshPart part = new MeshPart();
34 
35     // show window
36     window.show();
37 
38     // run message loop
39     return Platform.instance.enterMessageLoop();
40 }
41 
42 static if (ENABLE_OPENGL):
43 
44 class UiWidget : VerticalLayout {
45     this() {
46         super("OpenGLView");
47         layoutWidth = FILL_PARENT;
48         layoutHeight = FILL_PARENT;
49         alignment = Align.Center;
50         try {
51             parseML(q{
52                 {
53                   margins: 10
54                   padding: 10
55                   backgroundImageId: "tx_fabric.tiled"
56                   layoutWidth: fill
57                   layoutHeight: fill
58 
59                   VerticalLayout {
60                     id: glView
61                     margins: 10
62                     padding: 10
63                     layoutWidth: fill
64                     layoutHeight: fill
65                     TextWidget { text: "There should be OpenGL animation on background"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
66                     TextWidget { text: "Do you see it? If no, there is some bug in Mesh rendering code..."; fontSize: 120% }
67                     // arrange controls as form - table with two columns
68                     TableLayout {
69                         colCount: 6
70                         TextWidget { text: "Translation X" }
71                         TextWidget { id: lblTranslationX; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
72                         ScrollBar { id: sbTranslationX; orientation: horizontal; minValue: -100; maxValue: 100; position: 0; minWidth: 200; alpha: 0.6 }
73                         TextWidget { text: "Rotation X" }
74                         TextWidget { id: lblRotationX; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
75                         ScrollBar { id: sbRotationX; orientation: horizontal; minValue: -180; maxValue: 180; position: 0; minWidth: 200; alpha: 0.6 }
76                         TextWidget { text: "Translation Y" }
77                         TextWidget { id: lblTranslationY; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
78                         ScrollBar { id: sbTranslationY; orientation: horizontal; minValue: -100; maxValue: 100; position: 15; minWidth: 200; alpha: 0.6 }
79                         TextWidget { text: "Rotation Y" }
80                         TextWidget { id: lblRotationY; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
81                         ScrollBar { id: sbRotationY; orientation: horizontal; minValue: -180; maxValue: 180; position: 0; minWidth: 150; alpha: 0.6 }
82                         TextWidget { text: "Translation Z" }
83                         TextWidget { id: lblTranslationZ; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
84                         ScrollBar { id: sbTranslationZ; orientation: horizontal; minValue: -100; maxValue: 100; position: 45; minWidth: 150; alpha: 0.6 }
85                         TextWidget { text: "Rotation Z" }
86                         TextWidget { id: lblRotationZ; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
87                         ScrollBar { id: sbRotationZ; orientation: horizontal; minValue: -180; maxValue: 180; position: 0; minWidth: 150; alpha: 0.6 }
88                         TextWidget { text: "Near" }
89                         TextWidget { id: lblNear; text: "0.1"; minWidth: 80; backgroundColor: 0x80FFFFFF }
90                         ScrollBar { id: sbNear; orientation: horizontal; minValue: 1; maxValue: 100; position: 1; minWidth: 150; alpha: 0.6 }
91                         TextWidget { text: "Far" }
92                         TextWidget { id: lblFar; text: "0.0"; minWidth: 80; backgroundColor: 0x80FFFFFF }
93                         ScrollBar { id: sbFar; orientation: horizontal; minValue: 20; maxValue: 1000; position: 1000; minWidth: 150; alpha: 0.6 }
94                     }
95                     VSpacer { layoutWeight: 30 }
96                     HorizontalLayout {
97                         TextWidget { text: "Some buttons:" }
98                         Button { id: btnOk; text: "Ok"; fontSize: 27px }
99                         Button { id: btnCancel; text: "Cancel"; fontSize: 27px }
100                     }
101                   }
102                 }
103             }, "", this);
104         } catch (Exception e) {
105             Log.e("Failed to parse dml", e);
106         }
107         // assign OpenGL drawable to child widget background
108         childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw));
109         controlsToVars();
110         assignHandlers();
111 
112         _scene = new Scene3d();
113 
114         _cam = new Camera();
115         _cam.translate(vec3(0, 14, -7));
116 
117         _scene.activeCamera = _cam;
118 
119         dirLightNode = new Node3d();
120         //dirLightNode.lookAt(vec3(-5, -5, -5), vec3(0, 0, 0), vec3(0, 1, 0));
121         dirLightNode.rotateY(-15);
122         //dirLightNode.rotateX(20);
123         dirLightNode.translateX(2);
124         dirLightNode.translateY(3);
125         dirLightNode.translateZ(0);
126         dirLightNode.light = Light.createPoint(vec3(2, 2, 2), 15); //Light.createDirectional(vec3(1, 0.5, 0.5));
127         //dirLightNode.light = Light.createDirectional(vec3(1, 0.5, 0.8));
128         dirLightNode.light.enabled = true;
129         _scene.addChild(dirLightNode);
130 
131         int x0 = 0;
132         int y0 = 0;
133         int z0 = 0;
134 
135         Mesh _mesh = Mesh.createCubeMesh(vec3(x0+ 0, y0 + 0, z0 + 0), 0.3f);
136         for (int i = 0; i < 10; i++) {
137             _mesh.addCubeMesh(vec3(x0+ 0, y0+0, z0+ i * 2 + 1.0f), 0.2f, vec4(i / 12, 1, 1, 1));
138             _mesh.addCubeMesh(vec3(x0+ i * 2 + 1.0f, y0+0, z0+ 0), 0.2f, vec4(1, i / 12, 1, 1));
139             _mesh.addCubeMesh(vec3(x0+ -i * 2 - 1.0f, y0+0, z0+ 0), 0.2f, vec4(1, i / 12, 1, 1));
140             _mesh.addCubeMesh(vec3(x0+ 0, y0+i * 2 + 1.0f, z0+ 0), 0.2f, vec4(1, 1, i / 12 + 0.1, 1));
141             _mesh.addCubeMesh(vec3(x0+ 0, y0+-i * 2 - 1.0f, z0+ 0), 0.2f, vec4(1, 1, i / 12 + 0.1, 1));
142             _mesh.addCubeMesh(vec3(x0+ i * 2 + 1.0f, y0+i * 2 + 1.0f, z0+ i * 2 + 1.0f), 0.2f, vec4(i / 12, i / 12, i / 12, 1));
143             _mesh.addCubeMesh(vec3(x0+ -i * 2 + 1.0f, y0+i * 2 + 1.0f, z0+ i * 2 + 1.0f), 0.2f, vec4(i / 12, i / 12, 1 - i / 12, 1));
144             _mesh.addCubeMesh(vec3(x0+  i * 2 + 1.0f, y0+-i * 2 + 1.0f, z0+ i * 2 + 1.0f), 0.2f, vec4(i / 12, 1 - i / 12, i / 12, 1));
145             _mesh.addCubeMesh(vec3(x0+ -i * 2 - 1.0f, y0+-i * 2 - 1.0f, z0+ -i * 2 - 1.0f), 0.2f, vec4(1 - i / 12, i / 12, i / 12, 1));
146         }
147         Material cubeMaterial = new Material(EffectId("textured.vert", "textured.frag", null), "crate");
148         Model cubeDrawable = new Model(cubeMaterial, _mesh);
149         Node3d cubeNode = new Node3d("cubes", cubeDrawable);
150         _scene.addChild(cubeNode);
151 
152         debug(fbximport) {
153             // test FBX import
154             FbxModelImport importer;
155             string src = loadTextResource("suzanne.fbx");
156             importer.filename = "suzanne.fbx";
157             importer.parse(src);
158         }
159 
160         ObjModelImport importer;
161         string src = loadTextResource("suzanne.obj");
162         importer.parse(src);
163         Log.d("suzanne mesh:", importer.mesh.dumpVertexes(20));
164         Material suzanneMaterial = new Material(EffectId("colored.vert", "colored.frag", null), null); //"SPECULAR"
165         //suzanneMaterial.ambientColor = vec3(0.5, 0.5, 0.5);
166         suzanneMaterial.diffuseColor = vec4(0.7, 0.7, 0.5, 1.0);
167         //suzanneMaterial.specular = true;
168         Model suzanneDrawable = new Model(suzanneMaterial, importer.mesh);
169         suzanneNode = new Node3d("suzanne", suzanneDrawable);
170         suzanneNode.translate(vec3(2, 2, -5));
171         _scene.addChild(suzanneNode);
172 
173 
174         brickNode = new Node3d("brick");
175         brickNode.translate(vec3(-2, 2, -3));
176         Mesh brickMesh = Mesh.createCubeMesh(vec3(0, 0, 0), 0.8, vec4(0.8, 0.8, 0.8, 1));
177         Material brickMaterial = new Material(EffectId("textured.vert", "textured.frag", null), "brick", "brickn"); // with bump mapping
178         //brickMaterial.specular = true;
179         brickNode.drawable = new Model(brickMaterial, brickMesh);
180         _scene.addChild(brickNode);
181 
182     }
183 
184     Node3d dirLightNode;
185     Node3d suzanneNode;
186     Node3d brickNode;
187 
188     float rotationX;
189     float rotationY;
190     float rotationZ;
191     float translationX;
192     float translationY;
193     float translationZ;
194     float near;
195     float far;
196 
197     /// handle scroll event
198     bool onScrollEvent(AbstractSlider source, ScrollEvent event) {
199         controlsToVars();
200         return true;
201     }
202 
203     void assignHandlers() {
204         childById!ScrollBar("sbNear").scrollEvent = &onScrollEvent;
205         childById!ScrollBar("sbFar").scrollEvent = &onScrollEvent;
206         childById!ScrollBar("sbRotationX").scrollEvent = &onScrollEvent;
207         childById!ScrollBar("sbRotationY").scrollEvent = &onScrollEvent;
208         childById!ScrollBar("sbRotationZ").scrollEvent = &onScrollEvent;
209         childById!ScrollBar("sbTranslationX").scrollEvent = &onScrollEvent;
210         childById!ScrollBar("sbTranslationY").scrollEvent = &onScrollEvent;
211         childById!ScrollBar("sbTranslationZ").scrollEvent = &onScrollEvent;
212     }
213 
214     void controlsToVars() {
215         near = childById!ScrollBar("sbNear").position / 10.0f;
216         far = childById!ScrollBar("sbFar").position / 10.0f;
217         translationX = childById!ScrollBar("sbTranslationX").position / 10.0f;
218         translationY = childById!ScrollBar("sbTranslationY").position / 10.0f;
219         translationZ = childById!ScrollBar("sbTranslationZ").position / 10.0f;
220         rotationX = childById!ScrollBar("sbRotationX").position;
221         rotationY = childById!ScrollBar("sbRotationY").position;
222         rotationZ = childById!ScrollBar("sbRotationZ").position;
223         childById("lblNear").text = to!dstring(near);
224         childById("lblFar").text = to!dstring(far);
225         childById("lblTranslationX").text = to!dstring(translationX);
226         childById("lblTranslationY").text = to!dstring(translationY);
227         childById("lblTranslationZ").text = to!dstring(translationZ);
228         childById("lblRotationX").text = to!dstring(rotationX);
229         childById("lblRotationY").text = to!dstring(rotationY);
230         childById("lblRotationZ").text = to!dstring(rotationZ);
231     }
232 
233     /// returns true is widget is being animated - need to call animate() and redraw
234     @property override bool animating() { return true; }
235     /// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
236     override void animate(long interval) {
237         //Log.d("animating");
238         _cam.rotateX(0.01);
239         _cam.rotateY(0.02);
240         angle += interval * 0.000002f;
241         invalidate();
242         suzanneNode.rotateY(interval * 0.000002f);
243         brickNode.rotateY(interval * 0.00000123f);
244         brickNode.rotateZ(interval * 0.0000004123f);
245         brickNode.rotateX(interval * 0.0000007543f);
246     }
247     float angle = 0;
248 
249     Scene3dRef _scene;
250     Camera _cam;
251 
252     /// this is OpenGLDrawableDelegate implementation
253     private void doDraw(Rect windowRect, Rect rc) {
254         _cam.setPerspective(rc.width, rc.height, 45.0f, near, far);
255         _cam.setIdentity();
256         _cam.translateX(translationX);
257         _cam.translateY(translationY);
258         _cam.translateZ(translationZ);
259         _cam.rotateX(rotationX);
260         _cam.rotateY(rotationY);
261         _cam.rotateZ(rotationZ);
262 
263         checkgl!glEnable(GL_CULL_FACE);
264         //checkgl!glDisable(GL_CULL_FACE);
265         checkgl!glEnable(GL_DEPTH_TEST);
266         checkgl!glCullFace(GL_BACK);
267 
268         _scene.drawScene(false);
269 
270         checkgl!glDisable(GL_DEPTH_TEST);
271         checkgl!glDisable(GL_CULL_FACE);
272     }
273 
274     ~this() {
275     }
276 }