mirror of https://github.com/buggins/dlangui.git
custom OpenGL drawing support fixed
This commit is contained in:
parent
d3b2c9bedf
commit
73035e925d
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@ -27,7 +27,7 @@ extern (C) int UIAppMain(string[] args) {
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return Platform.instance.enterMessageLoop();
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return Platform.instance.enterMessageLoop();
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}
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}
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static if (ENABLE_OPENGL) {
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static if (ENABLE_OPENGL):
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import derelict.opengl3.gl3;
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import derelict.opengl3.gl3;
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import derelict.opengl3.gl;
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import derelict.opengl3.gl;
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@ -54,9 +54,8 @@ static if (ENABLE_OPENGL) {
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padding: 20
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padding: 20
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layoutWidth: fill; layoutHeight: fill
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layoutWidth: fill; layoutHeight: fill
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//backgroundColor: "#C0E0E070" // semitransparent yellow background
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// red bold text with size = 150% of base style size and font face Arial
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TextWidget { text: "Some controls to draw on top of OpenGL scene"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
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TextWidget { text: "Some controls to draw on top of OpenGL scene"; textColor: "red"; fontSize: 150%; fontWeight: 800; fontFace: "Arial" }
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// arrange controls as form - table with two columns
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// arrange controls as form - table with two columns
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TableLayout {
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TableLayout {
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colCount: 2
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colCount: 2
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@ -78,6 +77,11 @@ static if (ENABLE_OPENGL) {
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CheckBox { id: cb2; text: "checkbox 2" }
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CheckBox { id: cb2; text: "checkbox 2" }
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}
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}
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}
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}
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TextWidget { text: "Choose OpenGL example:" }
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VerticalLayout {
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RadioButton { id: rbExample1; text: "Shaders based example - Cube"; checked: true }
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RadioButton { id: rbExample2; text: "Legacy OpenGL API example - glxGears" }
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}
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VSpacer { layoutWeight: 10 }
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VSpacer { layoutWeight: 10 }
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HorizontalLayout {
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HorizontalLayout {
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Button { id: btnOk; text: "Ok" }
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Button { id: btnOk; text: "Ok" }
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@ -88,10 +92,35 @@ static if (ENABLE_OPENGL) {
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});
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});
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// assign OpenGL drawable to child widget background
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// assign OpenGL drawable to child widget background
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w.childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw));
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w.childById("glView").backgroundDrawable = DrawableRef(new OpenGLDrawable(&doDraw));
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w.childById("rbExample1").click = delegate(Widget w) {
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_exampleIndex = 0; // new API
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return true;
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};
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w.childById("rbExample2").click = delegate(Widget w) {
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_exampleIndex = 1; // old API
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return true;
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};
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addChild(w);
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addChild(w);
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}
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}
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bool _oldApi;
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int _exampleIndex = 0;
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/// returns true is widget is being animated - need to call animate() and redraw
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@property override bool animating() { return true; }
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/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
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override void animate(long interval) {
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if (_exampleIndex == 1) {
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// animate legacy API example
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// rotate gears
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angle += interval * 0.000002f;
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} else {
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// TODO: animate new API example
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angle += interval * 0.000002f;
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}
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invalidate();
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}
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/// this is OpenGLDrawableDelegate implementation
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/// this is OpenGLDrawableDelegate implementation
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private void doDraw(Rect windowRect, Rect rc) {
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private void doDraw(Rect windowRect, Rect rc) {
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@ -99,15 +128,15 @@ static if (ENABLE_OPENGL) {
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Log.v("GlGears: OpenGL is disabled");
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Log.v("GlGears: OpenGL is disabled");
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return;
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return;
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}
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}
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_oldApi = glSupport.legacyMode; // !!glLightfv;
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bool canUseOldApi = !!glLightfv;
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if (_oldApi) {
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bool canUseNewApi = !glSupport.legacyMode;
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drawUsingOldAPI(windowRect, rc);
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if (_exampleIndex == 0 || !canUseOldApi)
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} else {
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drawUsingNewAPI(windowRect, rc);
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drawUsingNewAPI(windowRect, rc);
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}
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else if (_exampleIndex == 1 || !canUseNewApi)
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drawUsingOldAPI(windowRect, rc);
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}
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}
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/// Legacy API example (glBegin/glEnd)
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/// Legacy API example (glBegin/glEnd) - glxGears
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void drawUsingOldAPI(Rect windowRect, Rect rc) {
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void drawUsingOldAPI(Rect windowRect, Rect rc) {
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static bool _initCalled;
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static bool _initCalled;
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if (!_initCalled) {
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if (!_initCalled) {
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@ -127,108 +156,6 @@ static if (ENABLE_OPENGL) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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}
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}
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MyProgram _program;
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GLTexture _tx;
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float[] vertices;
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float[] texcoords;
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float[4*6*6] colors;
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void createMesh() {
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if (!_tx)
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_tx = new GLTexture("crate");
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// define Cube mesh
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vertices = [
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-1.0f,-1.0f,-1.0f, // triangle 1 : begin
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-1.0f,-1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, // triangle 1 : end
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1.0f, 1.0f,-1.0f, // triangle 2 : begin
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f, // triangle 2 : end
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f,-1.0f,
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1.0f,-1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f,-1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 1.0f,
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1.0f,-1.0f, 1.0f
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];
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float[2] uv = _tx.uv;
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float tx0 = 0.0f;
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float tx1 = uv[0];
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float ty0 = 0.0f;
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float ty1 = uv[1];
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texcoords = [
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//
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tx0, ty1,
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tx0, ty0,
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tx1, ty0,
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tx1, ty0,
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tx1, ty1,
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tx0, ty1,
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//
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tx0, ty1,
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tx0, ty0,
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tx1, ty0,
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tx1, ty0,
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tx1, ty1,
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tx0, ty1,
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//
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tx0, ty1,
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tx0, ty0,
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tx1, ty0,
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tx1, ty0,
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tx1, ty1,
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tx0, ty1,
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//
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tx0, ty1,
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tx0, ty0,
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tx1, ty0,
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tx1, ty0,
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tx1, ty1,
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tx0, ty1,
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//
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tx0, ty1,
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tx0, ty0,
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tx1, ty0,
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tx1, ty0,
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tx1, ty1,
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tx0, ty1,
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//
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tx0, ty1,
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tx0, ty0,
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tx1, ty0,
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tx1, ty0,
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tx1, ty1,
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tx0, ty1,
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];
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// init with white color
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foreach(ref cl; colors)
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cl = 1.0f;
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}
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~this() {
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~this() {
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if (_program)
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if (_program)
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destroy(_program);
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destroy(_program);
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@ -236,11 +163,13 @@ static if (ENABLE_OPENGL) {
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destroy(_tx);
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destroy(_tx);
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}
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}
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MyGLProgram _program;
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GLTexture _tx;
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/// New API example (OpenGL3+, shaders)
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/// New API example (OpenGL3+, shaders)
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void drawUsingNewAPI(Rect windowRect, Rect rc) {
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void drawUsingNewAPI(Rect windowRect, Rect rc) {
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// TODO: put some sample code here
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if (!_program) {
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if (!_program) {
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_program = new MyProgram();
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_program = new MyGLProgram();
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createMesh();
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createMesh();
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}
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}
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if (!_program.check())
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if (!_program.check())
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@ -251,84 +180,84 @@ static if (ENABLE_OPENGL) {
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return;
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return;
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}
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}
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//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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checkgl!glEnable(GL_CULL_FACE);
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glClear(GL_DEPTH_BUFFER_BIT);
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checkgl!glDisable(GL_CULL_FACE);
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checkgl!glEnable(GL_DEPTH_TEST);
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checkgl!glEnable(GL_DEPTH_TEST);
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checkgl!glCullFace(GL_BACK);
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// ======== Projection Matrix ==================
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// ======== Projection Matrix ==================
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mat4 projectionMatrix; // = glSupport.projectionMatrix;
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mat4 projectionMatrix;
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projectionMatrix.setIdentity();
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float aspectRatio = cast(float)rc.width / cast(float)rc.height;
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float aspectRatio = cast(float)rc.width / cast(float)rc.height;
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projectionMatrix.setPerspective(45.0f, aspectRatio, 0.1f, 100.0f);
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projectionMatrix.setPerspective(45.0f, aspectRatio, 0.1f, 100.0f);
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// ======== View Matrix ==================
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// ======== View Matrix ==================
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mat4 viewMatrix;
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mat4 viewMatrix;
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viewMatrix.setIdentity();
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viewMatrix.translate(0, 0, -6);
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viewMatrix.translate(0, 0, -6);
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//viewMatrix.rotatez(30.0f);
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viewMatrix.rotatex(-15.0f);
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//viewMatrix.rotatey(15.0f);
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//viewMatrix.translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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//viewMatrix.lookAt(vec3(-10, 0, 0), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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//viewMatrix.lookAt(vec3(-10, 0, 0), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
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// ======== Model Matrix ==================
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// ======== Model Matrix ==================
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mat4 modelMatrix;
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mat4 modelMatrix;
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modelMatrix.setIdentity();
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modelMatrix.scale(1.5f);
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//modelMatrix.scale(0.3f);
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modelMatrix.rotatez(30.0f + angle * 0.3456778);
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modelMatrix.rotatez(30.0f + angle * 0.3456778);
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modelMatrix.rotatey(angle);
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modelMatrix.rotatey(angle);
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modelMatrix.rotatez(angle * 1.98765f);
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modelMatrix.rotatez(angle * 1.98765f);
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//modelMatrix.translate(3, 0, 0);
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// ======= PMV matrix =====================
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mat4 m = projectionMatrix * viewMatrix * modelMatrix;
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mat4 projectionViewModelMatrix = projectionMatrix * viewMatrix * modelMatrix;
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//mat4 m = modelMatrix * viewMatrix * projectionMatrix;
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//float[16] matrix;
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_program.execute(vertices, colors, texcoords, _tx.texture, true, projectionViewModelMatrix.m);
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//for (int y = 0; y < 4; y++)
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// for (int x = 0; x < 4; x++)
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// matrix[y * 4 + x] = m[x][y];
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//matrix[x * 4 + y] = m[y][x];
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Log.d("projectionMatrix qt: ", glSupport.projectionMatrix);
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checkgl!glDisable(GL_CULL_FACE);
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Log.d("projectionMatrix 2 : ", projectionMatrix);
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Log.d("projectionViewModelMatrix: ", cast(float[16])m.m);
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Log.d("(-1,-1,-1) * matrix: ", (m * vec3(-1, -1, -1)).vec);
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Log.d("(1,1,1) * matrix: ", (m * vec3(1, 1, 1)).vec);
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Log.d("(0,3,0) * matrix: ", (m * vec3(0, 3, 0)).vec);
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for (int i = 0; i < vertices.length - 2; i+=3) {
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vec3 v = vec3(vertices[i], vertices[i + 1], vertices[i + 2]);
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vec3 v_mul_m = (v * m);
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vec3 m_mul_v = (m * v);
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Log.d("pvmmatrix * ", v.vec, " = ", v_mul_m.vec);
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}
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//Log.d("(1,1,1) * matrix: ", m * vec4(1, 1, 1, 1));
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//Log.d("(0,1,0) * matrix: ", m * vec4(0, 1, 0, 1));
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//Log.d("(1,0,0) * matrix: ", m * vec4(1, 0, 0, 1));
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//Log.d("(0,0,0) * matrix: ", m * vec4(0, 0, 0, 1));
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_program.execute(vertices, colors, texcoords, _tx.texture, true, m.m);
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checkgl!glDisable(GL_DEPTH_TEST);
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checkgl!glDisable(GL_DEPTH_TEST);
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}
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}
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/// returns true is widget is being animated - need to call animate() and redraw
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@property override bool animating() { return true; }
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// Cube mesh
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/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
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float[] vertices;
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override void animate(long interval) {
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float[] texcoords;
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if (_oldApi) {
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float[4*6*6] colors;
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// animate legacy API example
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void createMesh() {
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// rotate gears
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if (!_tx)
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angle += interval * 0.000002f;
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_tx = new GLTexture("crate");
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} else {
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// define Cube mesh
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// TODO: animate new API example
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auto p000 = [-1.0f, -1.0f, -1.0f];
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angle += interval * 0.000002f;
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auto p100 = [ 1.0f, -1.0f, -1.0f];
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}
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auto p010 = [-1.0f, 1.0f, -1.0f];
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invalidate();
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auto p110 = [ 1.0f, 1.0f, -1.0f];
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auto p001 = [-1.0f, -1.0f, 1.0f];
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auto p101 = [ 1.0f, -1.0f, 1.0f];
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auto p011 = [-1.0f, 1.0f, 1.0f];
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auto p111 = [ 1.0f, 1.0f, 1.0f];
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vertices = p000 ~ p010 ~ p110 ~ p110 ~ p100 ~ p000 // front face
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~ p101 ~ p111 ~ p011 ~ p011 ~ p001 ~ p101 // back face
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~ p100 ~ p110 ~ p111 ~ p111 ~ p101 ~ p100 // right face
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~ p001 ~ p011 ~ p010 ~ p010 ~ p000 ~ p001 // left face
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~ p010 ~ p011 ~ p111 ~ p111 ~ p110 ~ p010 // top face
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~ p001 ~ p000 ~ p100 ~ p100 ~ p101 ~ p001 // bottom face
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;
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// texture coordinates
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float[2] uv = _tx.uv;
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float tx0 = 0.0f;
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float tx1 = uv[0];
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float ty0 = 0.0f;
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float ty1 = uv[1];
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float[12] facetx = [tx1, ty1,
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tx0, ty0,
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tx0, ty1,
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tx0, ty1,
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tx1, ty0,
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tx1, ty1];
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texcoords = facetx ~ facetx ~ facetx ~ facetx ~ facetx ~ facetx;
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// init with white color (1, 1, 1, 1)
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|
foreach(ref cl; colors)
|
||||||
|
cl = 1.0f;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ====================================================================================
|
// ====================================================================================
|
||||||
// Shaders based example
|
// Shaders based example
|
||||||
|
|
||||||
class MyProgram : GLProgram {
|
// Simple texture + color shader
|
||||||
|
class MyGLProgram : GLProgram {
|
||||||
@property override string vertexSource() {
|
@property override string vertexSource() {
|
||||||
return q{
|
return q{
|
||||||
in vec4 vertex;
|
in vec4 vertex;
|
||||||
|
@ -355,15 +284,16 @@ static if (ENABLE_OPENGL) {
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
outColor = texture(tex, texc.st) * col;
|
outColor = texture(tex, texc.st) * col;
|
||||||
//outColor = col;
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// attribute locations
|
||||||
protected GLint matrixLocation;
|
protected GLint matrixLocation;
|
||||||
protected GLint vertexLocation;
|
protected GLint vertexLocation;
|
||||||
protected GLint colAttrLocation;
|
protected GLint colAttrLocation;
|
||||||
protected GLint texCoordLocation;
|
protected GLint texCoordLocation;
|
||||||
|
|
||||||
override bool initLocations() {
|
override bool initLocations() {
|
||||||
matrixLocation = getUniformLocation("matrix");
|
matrixLocation = getUniformLocation("matrix");
|
||||||
vertexLocation = getAttribLocation("vertex");
|
vertexLocation = getAttribLocation("vertex");
|
||||||
|
@ -377,7 +307,7 @@ static if (ENABLE_OPENGL) {
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
checkgl!glDisable(GL_CULL_FACE);
|
//checkgl!glDisable(GL_CULL_FACE);
|
||||||
checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
checkgl!glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
bind();
|
bind();
|
||||||
checkgl!glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
|
checkgl!glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
|
||||||
|
@ -398,7 +328,6 @@ static if (ENABLE_OPENGL) {
|
||||||
glEnableVertexAttribArray(colAttrLocation);
|
glEnableVertexAttribArray(colAttrLocation);
|
||||||
glEnableVertexAttribArray(texCoordLocation);
|
glEnableVertexAttribArray(texCoordLocation);
|
||||||
|
|
||||||
Log.d("Drawing ", vertices.length / 9, " triangles");
|
|
||||||
checkgl!glDrawArrays(GL_TRIANGLES, 0, cast(int)vertices.length / 3);
|
checkgl!glDrawArrays(GL_TRIANGLES, 0, cast(int)vertices.length / 3);
|
||||||
|
|
||||||
glDisableVertexAttribArray(vertexLocation);
|
glDisableVertexAttribArray(vertexLocation);
|
||||||
|
@ -421,6 +350,7 @@ static if (ENABLE_OPENGL) {
|
||||||
//=====================================================================================
|
//=====================================================================================
|
||||||
// Legacy OpenGL API example
|
// Legacy OpenGL API example
|
||||||
// GlxGears
|
// GlxGears
|
||||||
|
//=====================================================================================
|
||||||
|
|
||||||
import std.math;
|
import std.math;
|
||||||
static __gshared GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
|
static __gshared GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
|
||||||
|
@ -648,6 +578,3 @@ static if (ENABLE_OPENGL) {
|
||||||
|
|
||||||
glEnable(GL_NORMALIZE);
|
glEnable(GL_NORMALIZE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
|
@ -627,7 +627,7 @@ bool fuzzyNull(float v) {
|
||||||
|
|
||||||
/// float matrix 4 x 4
|
/// float matrix 4 x 4
|
||||||
struct mat4 {
|
struct mat4 {
|
||||||
float[16] m;
|
float[16] m = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
|
||||||
|
|
||||||
//alias m this;
|
//alias m this;
|
||||||
|
|
||||||
|
|
|
@ -761,13 +761,13 @@ public:
|
||||||
override void draw() {
|
override void draw() {
|
||||||
if (_handler) {
|
if (_handler) {
|
||||||
glSupport.setOrthoProjection(_windowRect, _rc);
|
glSupport.setOrthoProjection(_windowRect, _rc);
|
||||||
|
glSupport.clearDepthBuffer();
|
||||||
_handler(_windowRect, _rc);
|
_handler(_windowRect, _rc);
|
||||||
glSupport.setOrthoProjection(_windowRect, _windowRect);
|
glSupport.setOrthoProjection(_windowRect, _windowRect);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/// GL Texture object from image
|
/// GL Texture object from image
|
||||||
static class GLTexture {
|
static class GLTexture {
|
||||||
protected int _dx;
|
protected int _dx;
|
||||||
|
|
|
@ -860,6 +860,11 @@ class GLSupport {
|
||||||
return _projectionMatrix;
|
return _projectionMatrix;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// clear depth buffer
|
||||||
|
void clearDepthBuffer() {
|
||||||
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
|
}
|
||||||
|
|
||||||
void setOrthoProjection(Rect windowRect, Rect view) {
|
void setOrthoProjection(Rect windowRect, Rect view) {
|
||||||
flushGL();
|
flushGL();
|
||||||
bufferDx = windowRect.width;
|
bufferDx = windowRect.width;
|
||||||
|
|
Loading…
Reference in New Issue