Mercurial > projects > mde
view mde/gl.d @ 25:2c28ee04a4ed
Some minor and some futile efforts.
Played around with init functions, had problems, gave up and put them back.
Removed idea for multiple init stages; it's not good for performance or simplicity.
Adjusted exception messages.
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
---|---|
date | Thu, 03 Apr 2008 17:26:52 +0100 |
parents | 47478557428d |
children | 611f7b9063c6 |
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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, version 2, as published by the Free Software Foundation. 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ /** Simple OpenGL functions. */ module mde.gl; import mde.scheduler.runTime; import derelict.sdl.sdl; import derelict.opengl.gl; static this () { Scheduler.perRequest (RF_KEYS.DRAW, &mde.gl.draw); } void glSetup () { glClearColor (0.0f, 0.0f, 0.0f, 0.0f); } void setProjection (int w, int h) { glMatrixMode (GL_PROJECTION); glLoadIdentity (); glViewport (0,0,w,h); //glOrtho (0.0,w, 0.0,h, -1.0, 1.0); glOrtho (0.0,1.0,0.0,1.0,-1.0,1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } // Temporary draw function void draw () { glClear(GL_COLOR_BUFFER_BIT); glBegin (GL_QUADS); { glColor3f (0.2f, 0.6f, 0.8f); /+glVertex2i (40, 40); glVertex2i (200, 40); glVertex2i (200, 200); glVertex2i (40, 200);+/ glVertex2f (0.1f, 0.1f); glVertex2f (0.9f, 0.1f); glVertex2f (0.9f, 0.9f); glVertex2f (0.1f, 0.9f); } glEnd(); glFlush(); SDL_GL_SwapBuffers(); }