diff --git a/DSFML/samples/dsfml/bin/Data/opengl/background.jpg b/DSFML/samples/dsfml/bin/Data/opengl/background.jpg new file mode 100644 index 00000000..20724fa9 Binary files /dev/null and b/DSFML/samples/dsfml/bin/Data/opengl/background.jpg differ diff --git a/DSFML/samples/dsfml/bin/Data/opengl/texture.jpg b/DSFML/samples/dsfml/bin/Data/opengl/texture.jpg new file mode 100644 index 00000000..6cf7528e Binary files /dev/null and b/DSFML/samples/dsfml/bin/Data/opengl/texture.jpg differ diff --git a/DSFML/samples/dsfml/opengl/opengl.d b/DSFML/samples/dsfml/opengl/opengl.d new file mode 100644 index 00000000..6fd3f83a --- /dev/null +++ b/DSFML/samples/dsfml/opengl/opengl.d @@ -0,0 +1,155 @@ +module opengl; + +import dsfml.system.all; +import dsfml.audio.all; +import dsfml.window.all; +import dsfml.graphics.all; + +import std.perf; + +import derelict.opengl.gl; +import derelict.opengl.glu; + +void main() +{ + // Create the main window + auto window = new RenderWindow(VideoMode(800, 600), "DSFML OpenGL", Style.Default, ContextSettings(24,8,0,3,1)); + + DerelictGL.load(); + DerelictGLU.load(); + + // Create a sprite for the background + auto backgroundImage = new Image("Data/opengl/background.jpg"); + auto background = new Sprite(backgroundImage); + + // Load an OpenGL texture. + // We could directly use an Image as an OpenGL texture (with its Bind() member function), + // but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels + GLuint texture = 0; + { + auto image = new Image("Data/opengl/texture.jpg"); + + glGenTextures(1, &texture); + glBindTexture(GL_TEXTURE_2D, texture); + gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.width, image.height, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsArray().ptr); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + } + + // Enable Z-buffer read and write + glEnable(GL_DEPTH_TEST); + glDepthMask(GL_TRUE); + glClearDepth(1.f); + + // Setup a perspective projection + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(90.f, 1.f, 1.f, 500.f); + + // Bind our texture + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, texture); + glColor4f(1.f, 1.f, 1.f, 1.f); + + // Create a clock for measuring the time elapsed + auto clock = new PerformanceCounter(); + clock.start(); + + // Start game loop + while (window.isOpened()) + { + // Process events + Event event; + while (window.getEvent(event)) + { + // Close window : exit + if (event.Type == EventType.Closed) + window.close(); + + // Escape key : exit + if ((event.Type == EventType.KeyPressed) && (event.Key.Code == KeyCode.Escape)) + window.close(); + + // Adjust the viewport when the window is resized + if (event.Type == EventType.Resized) + glViewport(0, 0, event.Size.Width, event.Size.Height); + } + + // Draw the background + window.saveGLStates(); + window.draw(background); + window.restoreGLStates(); + + // Activate the window before using OpenGL commands. + // This is useless here because we have only one window which is + // always the active one, but don't forget it if you use multiple windows + window.active = true; + + // Clear the depth buffer + glClear(GL_DEPTH_BUFFER_BIT); + + // We get the position of the mouse cursor, so that we can move the box accordingly + float x = window.input.mouseX * 200.f / window.width - 100.f; + float y = -window.input.mouseY * 200.f / window.height + 100.f; + + // Apply some transformations + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(x, y, -100.f); + + clock.stop(); + glRotatef(clock.microseconds() * 0.000001 * 50, 1.f, 0.f, 0.f); + glRotatef(clock.microseconds() * 0.000001 * 30, 0.f, 1.f, 0.f); + glRotatef(clock.microseconds() * 0.000001 * 90, 0.f, 0.f, 1.f); + + // Draw a cube + float size = 20.f; + glBegin(GL_QUADS); + + glTexCoord2f(0, 0); glVertex3f(-size, -size, -size); + glTexCoord2f(0, 1); glVertex3f(-size, size, -size); + glTexCoord2f(1, 1); glVertex3f( size, size, -size); + glTexCoord2f(1, 0); glVertex3f( size, -size, -size); + + glTexCoord2f(0, 0); glVertex3f(-size, -size, size); + glTexCoord2f(0, 1); glVertex3f(-size, size, size); + glTexCoord2f(1, 1); glVertex3f( size, size, size); + glTexCoord2f(1, 0); glVertex3f( size, -size, size); + + glTexCoord2f(0, 0); glVertex3f(-size, -size, -size); + glTexCoord2f(0, 1); glVertex3f(-size, size, -size); + glTexCoord2f(1, 1); glVertex3f(-size, size, size); + glTexCoord2f(1, 0); glVertex3f(-size, -size, size); + + glTexCoord2f(0, 0); glVertex3f(size, -size, -size); + glTexCoord2f(0, 1); glVertex3f(size, size, -size); + glTexCoord2f(1, 1); glVertex3f(size, size, size); + glTexCoord2f(1, 0); glVertex3f(size, -size, size); + + glTexCoord2f(0, 1); glVertex3f(-size, -size, size); + glTexCoord2f(0, 0); glVertex3f(-size, -size, -size); + glTexCoord2f(1, 0); glVertex3f( size, -size, -size); + glTexCoord2f(1, 1); glVertex3f( size, -size, size); + + glTexCoord2f(0, 1); glVertex3f(-size, size, size); + glTexCoord2f(0, 0); glVertex3f(-size, size, -size); + glTexCoord2f(1, 0); glVertex3f( size, size, -size); + glTexCoord2f(1, 1); glVertex3f( size, size, size); + + glEnd(); + + // Draw some text on top of our OpenGL object + window.saveGLStates(); + Text text = new Text("DSFML / OpenGL demo"c); + text.position = Vector2f(250.f, 450.f); + text.color = Color(255, 255, 255, 170); + window.draw(text); + window.restoreGLStates(); + + // Finally, display the rendered frame on screen + window.display(); + } + + // Don't forget to destroy our texture + glDeleteTextures(1, &texture); +} \ No newline at end of file