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 }