// Written in the D Programming Language /** * The third lesson in the NeHe tutorial series. * Originally written by Jeff Molofee. * * Authors: Jeff Molofee * Olli Aalto */ module lesson03; import derelict.opengl.gl; import derelict.opengl.glu; import derelict.sdl.sdl; import tango.stdc.stringz; /// The window title const char[] WINDOW_TITLE = "NeHe's Color Tutorial (D version)"; /// The main loop flag bool running; /** * Module constructor. Here we load the GL, GLU and SDL shared libraries, * and the initialize SDL. */ static this() { DerelictGL.load(); DerelictGLU.load(); DerelictSDL.load(); if (SDL_Init(SDL_INIT_VIDEO) < 0) { throw new Exception("Failed to initialize SDL: " ~ getSDLError()); } } /** * Module destructor. SDL_Quit must be called somewhere, and as we initialized * it in the module constructor so the module destructor should be a suitable * place. */ static ~this() { SDL_Quit(); } /** * The main function. This is where the fun begins. The first order of business * is the check the command line arguments if the user wanted to start in * fullscreen mode. Then the window is created and OpenGL is initialized with * basic settings. Finally the the function starts the main loop which will live * for the duration of the application. * * Params: * args = the command line arguments */ void main(char[][] args) { bool fullScreen = false; if (args.length > 1) { fullScreen = args[1] == "-fullscreen"; } createGLWindow(WINDOW_TITLE, 640, 480, 16, fullScreen); initGL(); running = true; while (running) { processEvents(); drawGLScene(); SDL_GL_SwapBuffers(); SDL_Delay(10); } } /** * Process all the pending events. */ void processEvents() { SDL_Event event; while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYUP: keyReleased(event.key.keysym.sym); break; case SDL_QUIT: running = false; break; default: break; } } } /** * Process a key released event. */ void keyReleased(int key) { switch (key) { case SDLK_ESCAPE: running = false; break; default: break; } } /** * Resize and initialize the OpenGL window. */ void resizeGLScene(GLsizei width, GLsizei height) { if (height == 0) { height = 1; } // Reset The Current Viewport glViewport(0, 0, width, height); // Select The Projection Matrix glMatrixMode(GL_PROJECTION); // Reset The Projection Matrix glLoadIdentity(); // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f, cast(GLfloat) width / cast(GLfloat) height, 0.1f, 100.0f); // Select The Modelview Matrix glMatrixMode(GL_MODELVIEW); // Reset The Modelview Matrix glLoadIdentity(); } /** * Initialize OpenGL. */ void initGL() { // Enables Smooth Shading glShadeModel(GL_SMOOTH); // Black Background glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Depth Buffer Setup glClearDepth(1.0f); // Enables Depth Testing glEnable(GL_DEPTH_TEST); // The Type Of Depth Test To Do glDepthFunc(GL_LEQUAL); // Really Nice Perspective Calculations glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); } /** * The drawing function. Here we will draw the triangle and the quad. * Now with color. */ void drawGLScene() { // Clear The Screen And The Depth Buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Reset The Current Modelview Matrix glLoadIdentity(); // Move Left 1.5 Units And Into The Screen 6.0 glTranslatef(-1.5f, 0.0f, -6.0f); // Drawing Using Triangles glBegin(GL_TRIANGLES); // Set The Color To Red glColor3f(1.0f, 0.0f, 0.0f); // Top glVertex3f(0.0f, 1.0f, 0.0f); // Set The Color To Green glColor3f(0.0f, 1.0f, 0.0f); // Bottom Left glVertex3f(-1.0f, -1.0f, 0.0f); // Set The Color To Blue glColor3f(0.0f, 0.0f, 1.0f); // Bottom Right glVertex3f(1.0f, -1.0f, 0.0f); // Finished Drawing The Triangle glEnd(); // Move Right 3 Units glTranslatef(3.0f, 0.0f, 0.0f); // Set The Color To Blue One Time Only glColor3f(0.5f, 0.5f, 1.0f); // Draw A Quad glBegin(GL_QUADS); // Top Left glVertex3f(-1.0f, 1.0f, 0.0f); // Top Right glVertex3f(1.0f, 1.0f, 0.0f); // Bottom Right glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Left glVertex3f(-1.0f, -1.0f, 0.0f); // Done Drawing The Quad glEnd(); } /** * Initializes and opens the SDL window. */ void createGLWindow(char[] title, int width, int height, int bits, bool fullScreen) { // Set the OpenGL attributes SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); // Set the window title SDL_WM_SetCaption(toStringz(title), null); // Note the SDL_DOUBLEBUF flag is not required to enable double // buffering when setting an OpenGL video mode. // Double buffering is enabled or disabled using the // SDL_GL_DOUBLEBUFFER attribute. (See above.) int mode = SDL_OPENGL; if (fullScreen) { mode |= SDL_FULLSCREEN; } // Now open a SDL OpenGL window with the given parameters if (SDL_SetVideoMode(width, height, bits, mode) is null) { throw new Exception("Failed to open OpenGL window: " ~ getSDLError()); } resizeGLScene(width, height); } /** * Get the SDL error as a D string. * * Returns: A D string containing the current SDL error. */ char[] getSDLError() { return fromStringz(SDL_GetError()); }