Mercurial > projects > mde
view 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> |
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date | Mon, 28 Jul 2008 18:17:48 +0100 |
parents | 108d123238c0 |
children |
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/* LICENSE BLOCK Part of mde: a Modular D game-oriented Engine Copyright © 2007-2008 Diggory Hardy This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <http://www.gnu.org/licenses/>. */ /** The OpenGL draw loop and some basic OpenGL code to set up a projection. * * Everything here is really intended as makeshift code to enable GUI development. */ module mde.gl.draw; import mde.gui.WidgetManager; import mde.imde; import derelict.sdl.sdl; import derelict.opengl.gl; import tango.time.Time; // TimeSpan (type only; unused) import tango.util.log.Log : Log, Logger; import mde.font.font; private Logger logger; static this () { logger = Log.getLogger ("mde.gl.draw"); } //BEGIN GL & window setup void glSetup () { glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor (0.0f, 0.0f, 0.0f, 0.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Used for font rendering: glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //NOTE: wrap mode may have an effect, but shouldn't be noticed... } void setProjection (int w, int h) { glMatrixMode (GL_PROJECTION); glLoadIdentity (); glViewport (0,0,w,h); // Make the top-left the origin (see gui/GUI notes.txt): // Note that this only affects vertex operations − direct rasterisation operations are // unaffected! glOrtho (0.0,w, h,0.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); // The gui is tied to this viewport. gui.setSize (w,h); } //END GL & window setup //BEGIN Drawing loop // Temporary draw function void draw (TimeSpan) { glClear(GL_COLOR_BUFFER_BIT); gui.draw (); debug (drawGlyphCache) FontStyle.drawTexture; GLenum err = glGetError(); while (err != GL_NO_ERROR) { logger.error ("GL error: {}", err); err = glGetError(); } glFinish(); // Use Finish rather than Flush to make sure gl is ready to swap buffers SDL_GL_SwapBuffers(); } //END Drawing loop