annotate mde/gl/draw.d @ 75:25cb7420dc91

A massive overhaul/rewrite for the gui's data management and setup code. Currently much that was working is broken. imde's classes are created in a static this instead of mde's main. gl setup code moved from gl/basic.d to gl/draw.d mergetag.DefaultData: now HIGH_LOW priority instead of LOW_HIGH. Reduced type list to only used types; small fix for indent function. setup.paths: new NoFileException thrown instead of MTFileIOException
author Diggory Hardy <diggory.hardy@gmail.com>
date Mon, 28 Jul 2008 18:17:48 +0100
parents 108d123238c0
children
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1 /* LICENSE BLOCK
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2 Part of mde: a Modular D game-oriented Engine
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3 Copyright © 2007-2008 Diggory Hardy
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4
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5 This program is free software: you can redistribute it and/or modify it under the terms
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6 of the GNU General Public License as published by the Free Software Foundation, either
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7 version 2 of the License, or (at your option) any later version.
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8
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9 This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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10 without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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11 See the GNU General Public License for more details.
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12
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13 You should have received a copy of the GNU General Public License
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14 along with this program. If not, see <http://www.gnu.org/licenses/>. */
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16 /** The OpenGL draw loop and some basic OpenGL code to set up a projection.
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17 *
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18 * Everything here is really intended as makeshift code to enable GUI development. */
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19 module mde.gl.draw;
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21 import mde.gui.WidgetManager;
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22 import mde.imde;
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23
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24 import derelict.sdl.sdl;
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25 import derelict.opengl.gl;
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27 import tango.time.Time; // TimeSpan (type only; unused)
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28 import tango.util.log.Log : Log, Logger;
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29
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30 import mde.font.font;
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31 private Logger logger;
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32 static this () {
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33 logger = Log.getLogger ("mde.gl.draw");
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34 }
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36 //BEGIN GL & window setup
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37 void glSetup () {
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38 glDisable(GL_LIGHTING);
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39 glDisable(GL_DEPTH_TEST);
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40 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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41 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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42 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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43 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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44 glEnable(GL_TEXTURE_2D);
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45 glShadeModel(GL_SMOOTH);
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47 glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
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48
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49 glMatrixMode(GL_MODELVIEW);
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50 glLoadIdentity();
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52 // Used for font rendering:
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53 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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54 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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55 //NOTE: wrap mode may have an effect, but shouldn't be noticed...
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56 }
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58 void setProjection (int w, int h) {
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59 glMatrixMode (GL_PROJECTION);
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60 glLoadIdentity ();
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62 glViewport (0,0,w,h);
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64 // Make the top-left the origin (see gui/GUI notes.txt):
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65 // Note that this only affects vertex operations − direct rasterisation operations are
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66 // unaffected!
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67 glOrtho (0.0,w, h,0.0, -1.0, 1.0);
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68
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69 glMatrixMode(GL_MODELVIEW);
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71 // The gui is tied to this viewport.
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72 gui.setSize (w,h);
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73 }
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74 //END GL & window setup
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76 //BEGIN Drawing loop
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77 // Temporary draw function
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78 void draw (TimeSpan) {
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79 glClear(GL_COLOR_BUFFER_BIT);
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81 gui.draw ();
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82 debug (drawGlyphCache) FontStyle.drawTexture;
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83
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84 GLenum err = glGetError();
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85 while (err != GL_NO_ERROR) {
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86 logger.error ("GL error: {}", err);
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87 err = glGetError();
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88 }
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90 glFinish(); // Use Finish rather than Flush to make sure gl is ready to swap buffers
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91 SDL_GL_SwapBuffers();
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92 }
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93 //END Drawing loop