Mercurial > projects > mde
view mde/gl/basic.d @ 48:a98ffb64f066
Implemented font rendering (grayscale only; i.e. non-LCD).
FontTexture creates a texture and caches glyphs.
Font supports multiple styles/faces, loaded from config file (should probably be loaded via Options instead).
TextBlock cache for glyph placement within a string.
committer: Diggory Hardy <diggory.hardy@gmail.com>
author | Diggory Hardy <diggory.hardy@gmail.com> |
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date | Sat, 31 May 2008 12:40:26 +0100 |
parents | 0fd51d2c6c8a |
children | 9e1f05fbbcef |
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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 for setting up a projection and drawing. * * Everything here is really intended as makeshift code to enable GUI development. */ module mde.gl.basic; import derelict.opengl.gl; import tango.time.Time; // TimeSpan (type only; unused) //BEGIN GL & window setup void glSetup () { 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); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glEnable(GL_TEXTURE_2D); glShadeModel(GL_FLAT); 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); } //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 x, int y, int w, int h) { glDisable(GL_TEXTURE_2D); glRecti(x, y+h, x+w, y); } //END Drawing utils