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0e2297af28
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
155 lines
4.9 KiB
D
155 lines
4.9 KiB
D
module opengl;
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import dsfml.system.all;
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import dsfml.audio.all;
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import dsfml.window.all;
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import dsfml.graphics.all;
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import std.perf;
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import derelict.opengl.gl;
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import derelict.opengl.glu;
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void main()
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{
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// Create the main window
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auto window = new RenderWindow(VideoMode(800, 600), "DSFML OpenGL", Style.Default, ContextSettings(24,8,0,3,1));
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DerelictGL.load();
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DerelictGLU.load();
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// Create a sprite for the background
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auto backgroundImage = new Image("Data/opengl/background.jpg");
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auto background = new Sprite(backgroundImage);
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// Load an OpenGL texture.
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// We could directly use an Image as an OpenGL texture (with its Bind() member function),
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// but here we want more control on it (generate mipmaps, ...) so we create a new one from the image pixels
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GLuint texture = 0;
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{
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auto image = new Image("Data/opengl/texture.jpg");
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.width, image.height, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsArray().ptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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// Enable Z-buffer read and write
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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glClearDepth(1.f);
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// Setup a perspective projection
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(90.f, 1.f, 1.f, 500.f);
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// Bind our texture
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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glColor4f(1.f, 1.f, 1.f, 1.f);
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// Create a clock for measuring the time elapsed
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auto clock = new PerformanceCounter();
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clock.start();
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// Start game loop
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while (window.isOpened())
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{
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// Process events
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Event event;
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while (window.getEvent(event))
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{
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// Close window : exit
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if (event.Type == EventType.Closed)
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window.close();
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// Escape key : exit
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if ((event.Type == EventType.KeyPressed) && (event.Key.Code == KeyCode.Escape))
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window.close();
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// Adjust the viewport when the window is resized
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if (event.Type == EventType.Resized)
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glViewport(0, 0, event.Size.Width, event.Size.Height);
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}
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// Draw the background
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window.saveGLStates();
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window.draw(background);
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window.restoreGLStates();
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// Activate the window before using OpenGL commands.
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// This is useless here because we have only one window which is
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// always the active one, but don't forget it if you use multiple windows
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window.active = true;
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// Clear the depth buffer
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glClear(GL_DEPTH_BUFFER_BIT);
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// We get the position of the mouse cursor, so that we can move the box accordingly
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float x = window.input.mouseX * 200.f / window.width - 100.f;
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float y = -window.input.mouseY * 200.f / window.height + 100.f;
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// Apply some transformations
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(x, y, -100.f);
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clock.stop();
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glRotatef(clock.microseconds() * 0.000001 * 50, 1.f, 0.f, 0.f);
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glRotatef(clock.microseconds() * 0.000001 * 30, 0.f, 1.f, 0.f);
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glRotatef(clock.microseconds() * 0.000001 * 90, 0.f, 0.f, 1.f);
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// Draw a cube
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float size = 20.f;
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
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glTexCoord2f(1, 1); glVertex3f( size, size, -size);
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glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, size);
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glTexCoord2f(1, 1); glVertex3f( size, size, size);
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glTexCoord2f(1, 0); glVertex3f( size, -size, size);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, -size);
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glTexCoord2f(1, 1); glVertex3f(-size, size, size);
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glTexCoord2f(1, 0); glVertex3f(-size, -size, size);
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glTexCoord2f(0, 0); glVertex3f(size, -size, -size);
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glTexCoord2f(0, 1); glVertex3f(size, size, -size);
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glTexCoord2f(1, 1); glVertex3f(size, size, size);
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glTexCoord2f(1, 0); glVertex3f(size, -size, size);
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glTexCoord2f(0, 1); glVertex3f(-size, -size, size);
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glTexCoord2f(0, 0); glVertex3f(-size, -size, -size);
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glTexCoord2f(1, 0); glVertex3f( size, -size, -size);
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glTexCoord2f(1, 1); glVertex3f( size, -size, size);
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glTexCoord2f(0, 1); glVertex3f(-size, size, size);
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glTexCoord2f(0, 0); glVertex3f(-size, size, -size);
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glTexCoord2f(1, 0); glVertex3f( size, size, -size);
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glTexCoord2f(1, 1); glVertex3f( size, size, size);
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glEnd();
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// Draw some text on top of our OpenGL object
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window.saveGLStates();
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Text text = new Text("DSFML / OpenGL demo"c);
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text.position = Vector2f(250.f, 450.f);
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text.color = Color(255, 255, 255, 170);
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window.draw(text);
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window.restoreGLStates();
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// Finally, display the rendered frame on screen
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window.display();
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}
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// Don't forget to destroy our texture
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glDeleteTextures(1, &texture);
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} |