view mde/gl.d @ 23:47478557428d

Implemented drawing a very basic gl box, and only drawing when necessary. Improvements to window resizing, and gl draws a box as a test. Scheduler has "on request" support to redraws only when requested by an event. committer: Diggory Hardy <diggory.hardy@gmail.com>
author Diggory Hardy <diggory.hardy@gmail.com>
date Thu, 27 Mar 2008 10:58:57 +0000
parents 838577503598
children 2c28ee04a4ed
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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, &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();
}