SFML/bindings/d/samples/dsfml/opengl/opengl.d
LaurentGom 0e2297af28 Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
2010-11-09 17:13:17 +00:00

155 lines
4.9 KiB
D

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);
}