// Written in the D Programming Language /** * The 12th lesson in the NeHe tutorial series. * Originally written by Jeff Molofee. * * Authors: Jeff Molofee * Olli Aalto */ module lesson12; 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 Display List Tutorial (D version)"; /// The main loop flag bool running = true; /// Storage For One Texture GLuint texture; /// Storage For The Box Display List GLuint box; /// Storage For The Top Display List GLuint top; /// Loop For X Axis GLuint xloop; /// Loop For Y Axis GLuint yloop; /// Rotates Cube On The X Axis GLfloat xrot = 0.0f; /// Rotates Cube On The Y Axis GLfloat yrot = 0.0f; /// Array For Box Colors GLfloat boxcol[5][3] = [[1.0f, 0.0f, 0.0f], [1.0f, 0.5f, 0.0f], [1.0f, 1.0f, 0.0f], [0.0f, 1.0f, 0.0f], [0.0f, 1.0f, 1.0f]]; /// Array For Top Colors GLfloat topcol[5][3] = [[0.5f, 0.0f, 0.0f], [0.5f, 0.25f, 0.0f], [0.5f, 0.5f, 0.0f], [0.0f, 0.5f, 0.0f], [0.0f, 0.5f, 0.5f]]; /** * 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()); } // Enable key repeating if ((SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL))) { throw new Exception("Failed to set key repeat: " ~ 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(); while (running) { processEvents(); drawGLScene(); SDL_GL_SwapBuffers(); SDL_Delay(10); } } /** * Build Box Display List. */ void buildLists() { // Generate 2 Different Lists box = glGenLists(2); // Start With The Box List glNewList(box, GL_COMPILE); { glBegin(GL_QUADS); { // Bottom Face glNormal3f(0.0f, -1.0f, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Front Face glNormal3f(0.0f, 0.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glNormal3f(0.0f, 0.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); // Right face glNormal3f(1.0f, 0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); // Left Face glNormal3f(-1.0f, 0.0f, 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); } glEnd(); } glEndList(); // Storage For "Top" Is "Box" Plus One top = box + 1; // Now The "Top" Display List glNewList(top, GL_COMPILE); { glBegin(GL_QUADS); { // Top Face glNormal3f(0.0f, 1.0f, 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); } glEnd(); } glEndList(); } /** * function to load in bitmap as a GL texture. */ void loadGLTextures() { /* Create storage space for the texture */ SDL_Surface* textureImage; /* Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit */ if ((textureImage = SDL_LoadBMP("data/Cube.bmp")) !is null) { // Free the surface when exiting the scope scope(exit) SDL_FreeSurface(textureImage); /* Create The Texture */ glGenTextures(1, &texture); /* Typical Texture Generation Using Data From The Bitmap */ glBindTexture(GL_TEXTURE_2D, texture); /* Linear Filtering */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* Generate The Texture */ glTexImage2D(GL_TEXTURE_2D, 0, 3, textureImage.w, textureImage.h, 0, GL_BGR, GL_UNSIGNED_BYTE, textureImage.pixels); return; } throw new Exception("Failed to load texture."); } /** * 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_KEYDOWN: keyPressed(event.key.keysym.sym); break; case SDL_QUIT: running = false; break; default: break; } } } /** * Process a key pressed event. */ void keyPressed(int key) { switch (key) { case SDLK_RIGHT: yrot += 0.2f; break; case SDLK_LEFT: yrot -= 0.2f; break; case SDLK_DOWN: xrot += 0.2f; break; case SDLK_UP: xrot -= 0.2f; break; default: break; } } /** * Process a key released event. */ void keyReleased(int key) { if (key == SDLK_ESCAPE) { running = false; } } /** * Resize And Initialize The GL 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(); } /** * All Setup For OpenGL Goes Here. */ void initGL() { loadGLTextures(); buildLists(); // Enable Texture Mapping ( NEW ) glEnable(GL_TEXTURE_2D); // 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); // Quick And Dirty Lighting (Assumes Light0 Is Set Up) glEnable(GL_LIGHT0); // Enable Lighting glEnable(GL_LIGHTING); // Enable Material Coloring glEnable(GL_COLOR_MATERIAL); // Change to texture matrix and flip and rotate the texture glMatrixMode(GL_TEXTURE); glRotatef(180.0f, 0.0f, 0.0f, 1.0f); glScalef(-1.0f, 1.0f, 1.0f); // Back to normal glMatrixMode(GL_MODELVIEW); } /** * Here's Where We Do All The Drawing. */ void drawGLScene() { // Clear The Screen And The Depth Buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindTexture(GL_TEXTURE_2D, texture); // Loop Through The Y Plane for (yloop = 1; yloop < 6; yloop++) { // Loop Through The X Plane for (xloop = 0; xloop < yloop; xloop++) { // Reset The View glLoadIdentity(); // Position The Cubes On The Screen glTranslatef(1.4f + (xloop * 2.8f) - (yloop * 1.4f), ((6.0f - yloop) * 2.4f) - 7.0f, -20.0f); // Tilt The Cubes Up And Down glRotatef(45.0f - (2.0f * yloop) + xrot, 1.0f, 0.0f, 0.0f); // Spin Cubes Left And Right glRotatef(45.0f + yrot, 0.0f, 1.0f, 0.0f); // Select A Box Color glColor3fv(boxcol[yloop - 1].ptr); // Draw The Box glCallList(box); // Select The Top Color glColor3fv(topcol[yloop - 1].ptr); // Draw The Top glCallList(top); } } } 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. */ 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()); }