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); }