Mercurial > projects > mde
view mde/gl.d @ 30:467c74d4804d
Major changes to the scheduler, previously only used by the main loop.
Revamped Scheduler. Functions can be removed, have multiple schedules, have their scheduling changed, etc.
Scheduler has a unittest. Checked all pass.
Main loop scheduler moved to mde. Draw-on-demand currently disabled, simplifying this.
Made mtunitest.d remove the temporary file it uses afterwards.
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Mon, 28 Apr 2008 10:59:47 +0100 |
parents | 0aa621b3e070 |
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/>. */ /** Some basic OpenGL code. * * Everything here is really intended as makeshift code to enable GUI development. */ module mde.gl; import global = mde.global; import mde.gui.gui; import derelict.sdl.sdl; import derelict.opengl.gl; import tango.time.Time; // TimeSpan (type only; unused) //BEGIN GL & window setup 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(); } //END GL & window setup //BEGIN Drawing utils // Simple drawing commands for use by GUI // (temporary) void setColor (float r, float g, float b) { glColor3f (r, g, b); } void drawBox (int l, int r, int b, int t) { glBegin (GL_QUADS); { glVertex2i (l, b); glVertex2i (r, b); glVertex2i (r, t); glVertex2i (l, t); } glEnd(); } //END Drawing utils //BEGIN Drawing loop // Temporary draw function void draw (TimeSpan) { glClear(GL_COLOR_BUFFER_BIT); gui.draw (); glFlush(); SDL_GL_SwapBuffers(); } //END Drawing loop