mirror of https://github.com/buggins/dlangui.git
fix OpenGL support in additional windows under pure win32 - issue #27
This commit is contained in:
parent
359ac8d0ba
commit
83b4e98390
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@ -66,7 +66,7 @@
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<debuglevel>0</debuglevel>
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<debugids>DebugFocus</debugids>
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<versionlevel>0</versionlevel>
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<versionids>USE_OPENGL Unicode</versionids>
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<versionids>USE_OPENGL USE_SDL Unicode</versionids>
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<dump_source>0</dump_source>
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<mapverbosity>0</mapverbosity>
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<createImplib>1</createImplib>
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@ -89,7 +89,6 @@
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<resfile />
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<exefile>$(OutDir)\$(ProjectName).lib</exefile>
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<useStdLibPath>1</useStdLibPath>
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<cRuntime>2</cRuntime>
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<additionalOptions />
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<preBuildCommand />
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<postBuildCommand />
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@ -184,7 +183,6 @@
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<resfile />
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<exefile>$(OutDir)\$(ProjectName).lib</exefile>
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<useStdLibPath>1</useStdLibPath>
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<cRuntime>1</cRuntime>
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<additionalOptions />
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<preBuildCommand />
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<postBuildCommand />
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@ -66,7 +66,7 @@
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<debuglevel>0</debuglevel>
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<debugids />
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<versionlevel>0</versionlevel>
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<versionids>USE_OPENGL Unicode</versionids>
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<versionids>USE_OPENGL USE_SDL Unicode</versionids>
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<dump_source>0</dump_source>
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<mapverbosity>3</mapverbosity>
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<createImplib>0</createImplib>
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@ -89,7 +89,6 @@
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<resfile />
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<exefile>$(OutDir)\$(ProjectName).exe</exefile>
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<useStdLibPath>1</useStdLibPath>
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<cRuntime>2</cRuntime>
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<additionalOptions>-profile</additionalOptions>
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<preBuildCommand />
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<postBuildCommand />
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@ -184,7 +183,6 @@
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<resfile />
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<exefile>$(OutDir)\$(ProjectName).exe</exefile>
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<useStdLibPath>1</useStdLibPath>
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<cRuntime>1</cRuntime>
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<additionalOptions />
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<preBuildCommand />
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<postBuildCommand />
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@ -62,9 +62,9 @@ class GLDrawBuf : DrawBuf {
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/// reserved for hardware-accelerated drawing - ends drawing batch
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override void afterDrawing() {
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setOrthoProjection(_dx, _dy);
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glSupport.setOrthoProjection(_dx, _dy);
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_scene.draw();
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flushGL();
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glSupport.flushGL();
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destroy(_scene);
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_scene = null;
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}
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@ -244,7 +244,7 @@ private class GLImageCache {
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_drawbuf = null;
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}
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if (_textureId != 0) {
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deleteTexture(_textureId);
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glSupport.deleteTexture(_textureId);
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_textureId = 0;
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}
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}
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@ -254,14 +254,14 @@ private class GLImageCache {
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return; // no draw buffer!!!
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if (_textureId == 0) {
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//CRLog::debug("updateTexture - new texture");
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_textureId = genTexture();
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_textureId = glSupport.genTexture();
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if (!_textureId)
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return;
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}
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//CRLog::debug("updateTexture - setting image %dx%d", _drawbuf.width, _drawbuf.height);
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uint * pixels = _drawbuf.scanLine(0);
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if (!setTextureImage(_textureId, _drawbuf.width, _drawbuf.height, cast(ubyte*)pixels)) {
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deleteTexture(_textureId);
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if (!glSupport.setTextureImage(_textureId, _drawbuf.width, _drawbuf.height, cast(ubyte*)pixels)) {
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glSupport.deleteTexture(_textureId);
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_textureId = 0;
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return;
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}
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@ -339,7 +339,7 @@ private class GLImageCache {
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if (_needUpdateTexture)
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updateTexture();
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if (_textureId != 0) {
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if (!isTexture(_textureId)) {
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if (!glSupport.isTexture(_textureId)) {
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Log.e("Invalid texture ", _textureId);
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return;
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}
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@ -371,12 +371,12 @@ private class GLImageCache {
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dstrc.bottom -= clip.bottom;
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}
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if (!dstrc.empty)
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drawColorAndTextureRect(_textureId, _tdx, _tdy, srcrc, dstrc, color, srcrc.width() != dstrc.width() || srcrc.height() != dstrc.height());
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glSupport.drawColorAndTextureRect(_textureId, _tdx, _tdy, srcrc, dstrc, color, srcrc.width() != dstrc.width() || srcrc.height() != dstrc.height());
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//drawColorAndTextureRect(vertices, texcoords, color, _textureId);
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if (rotationAngle) {
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// unset rotation
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setRotation(rx, ry, 0);
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glSupport.setRotation(rx, ry, 0);
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// glMatrixMode(GL_PROJECTION);
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// glPopMatrix();
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// checkError("pop matrix");
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@ -576,7 +576,7 @@ private class GLGlyphCache {
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_drawbuf = null;
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}
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if (_textureId != 0) {
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deleteTexture(_textureId);
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glSupport.deleteTexture(_textureId);
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_textureId = 0;
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}
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}
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@ -589,7 +589,7 @@ private class GLGlyphCache {
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return; // no draw buffer!!!
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if (_textureId == 0) {
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//CRLog::debug("updateTexture - new texture");
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_textureId = genTexture();
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_textureId = glSupport.genTexture();
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if (!_textureId)
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return;
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}
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@ -600,8 +600,8 @@ private class GLGlyphCache {
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_rgbaBuffer.length = len;
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for (int i = 0; i < len; i++)
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_rgbaBuffer[i] = ((cast(uint)pixels[i]) << 24) | 0x00FFFFFF;
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if (!setTextureImage(_textureId, _drawbuf.width, _drawbuf.height, cast(ubyte*)_rgbaBuffer.ptr)) {
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deleteTexture(_textureId);
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if (!glSupport.setTextureImage(_textureId, _drawbuf.width, _drawbuf.height, cast(ubyte*)_rgbaBuffer.ptr)) {
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glSupport.deleteTexture(_textureId);
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_textureId = 0;
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return;
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}
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@ -667,7 +667,7 @@ private class GLGlyphCache {
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if (_needUpdateTexture)
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updateTexture();
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if (_textureId != 0) {
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if (!isTexture(_textureId)) {
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if (!glSupport.isTexture(_textureId)) {
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Log.e("Invalid texture ", _textureId);
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return;
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}
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@ -693,7 +693,7 @@ private class GLGlyphCache {
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}
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if (!dstrc.empty) {
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//Log.d("drawing glyph with color ", color);
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drawColorAndTextureRect(_textureId, _tdx, _tdy, srcrc, dstrc, color, false);
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glSupport.drawColorAndTextureRect(_textureId, _tdx, _tdy, srcrc, dstrc, color, false);
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}
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}
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@ -818,7 +818,7 @@ class SolidRectSceneItem : SceneItem {
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_color = color;
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}
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override void draw() {
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drawSolidFillRect(_rc, _color, _color, _color, _color);
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glSupport.drawSolidFillRect(_rc, _color, _color, _color, _color);
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}
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}
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@ -53,7 +53,8 @@ static this() {
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0x0505: "GL_OUT_OF_MEMORY"
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];
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}
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/* Convenient wrapper around glGetError()
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/**
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* Convenient wrapper around glGetError()
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* TODO use one of the DEBUG extensions instead
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*/
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bool checkError(string context="", string file=__FILE__, int line=__LINE__)
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@ -67,7 +68,427 @@ bool checkError(string context="", string file=__FILE__, int line=__LINE__)
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return false;
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}
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immutable float Z_2D = -2.0f;
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class GLProgram {
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@property abstract string vertexSource();
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@property abstract string fragmentSource();
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protected GLuint vertexShader;
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protected GLuint fragmentShader;
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protected GLuint program;
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protected bool initialized;
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protected bool error;
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protected string glslversion;
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this() {
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}
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private GLuint compileShader(string src, GLuint type) {
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import core.stdc.stdlib;
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import std.string;
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Log.d("compileShader glsl=", glslversion, " code: ", src);
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GLuint shader = glCreateShader(type);//GL_VERTEX_SHADER
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const char * psrc = src.toStringz;
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GLuint len = cast(uint)src.length;
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glShaderSource(shader, 1, &psrc, cast(const(int)*)&len);
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glCompileShader(shader);
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GLint compiled;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (compiled) {
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// compiled successfully
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return shader;
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} else {
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GLint blen = 0;
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GLsizei slen = 0;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH , &blen);
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if (blen > 1)
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{
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GLchar[] msg = new GLchar[blen + 1];
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GLchar * pmsg = &msg[0];
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glGetShaderInfoLog(shader, blen, &slen, pmsg);
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Log.d("Shader compilation error: ", fromStringz(pmsg));
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}
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return 0;
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}
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}
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bool compile() {
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glslversion = cast(string)std.string.fromStringz(glGetString(GL_SHADING_LANGUAGE_VERSION));
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vertexShader = compileShader(vertexSource, GL_VERTEX_SHADER);
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fragmentShader = compileShader(fragmentSource, GL_FRAGMENT_SHADER);
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if (!vertexShader || !fragmentShader) {
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error = true;
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return false;
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}
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program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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GLint isLinked = 0;
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glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
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if (!isLinked) {
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GLint maxLength = 0;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
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GLchar[] msg = new GLchar[maxLength + 1];
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GLchar * pmsg = &msg[0];
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glGetProgramInfoLog(program, maxLength, &maxLength, pmsg);
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Log.e("Error while linking program: ", fromStringz(pmsg));
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error = true;
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return false;
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}
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Log.d("Program compiled successfully");
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//glDetachShader(program, vertexShader);
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//glDetachShader(program, fragmentShader);
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glUseProgram(program);
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checkError("glUseProgram " ~ to!string(program));
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if (!initLocations()) {
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Log.e("some of locations were not found");
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error = true;
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}
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initialized = true;
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return true;
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}
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bool initLocations() {
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return true;
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}
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bool bind() {
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if (!initialized)
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return false;
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if (!glIsProgram(program))
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Log.e("!glIsProgram(program)");
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glUseProgram(program);
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checkError("glUseProgram " ~ to!string(program));
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return true;
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}
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void release() {
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glUseProgram(0);
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checkError("glUseProgram(0)");
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}
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~this() {
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clear();
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}
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void clear() {
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// TODO: cleanup
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if (program)
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glDeleteProgram(program);
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if (vertexShader)
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glDeleteShader(vertexShader);
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if (fragmentShader)
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glDeleteShader(fragmentShader);
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program = vertexShader = fragmentShader = 0;
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initialized = false;
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}
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}
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immutable string HIGHP = "";
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immutable string LOWP = "";
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immutable string MEDIUMP = "";
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class SolidFillProgram : GLProgram {
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@property override string vertexSource() {
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return
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"attribute " ~ HIGHP ~ " vec4 vertex;\n"
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"attribute " ~ LOWP ~ " vec4 colAttr;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" col = colAttr;\n"
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"}\n";
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}
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@property override string fragmentSource() {
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return
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"varying " ~ LOWP ~ " vec4 col;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = col;\n"
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"}\n";
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}
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void beforeExecute() {
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glEnable(GL_BLEND);
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glDisable(GL_CULL_FACE);
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checkError("glDisable(GL_CULL_FACE)");
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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checkError("glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)");
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bind();
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//glUniformMatrix4fv(matrixLocation, 1, false, m.value_ptr);
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//glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
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glUniformMatrix4fv(matrixLocation, 1, false, glSupport.qtmatrix.ptr);
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checkError("glUniformMatrix4fv");
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}
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void afterExecute() {
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release();
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}
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protected GLint matrixLocation;
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protected GLint vertexLocation;
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protected GLint colAttrLocation;
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protected GLuint vertexBuffer;
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protected GLuint colAttrBuffer;
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override bool initLocations() {
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bool res = super.initLocations();
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//glGenBuffers(1, &vertexBuffer);
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//glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
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//glBufferData(GL_ARRAY_BUFFER, float.sizeof * 3 * 6, null, GL_DYNAMIC_DRAW);
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//glGenBuffers(1, &colAttrBuffer);
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//glBindBuffer(GL_ARRAY_BUFFER, colAttrBuffer);
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//glBufferData(GL_ARRAY_BUFFER, float.sizeof * 4 * 6, null, GL_DYNAMIC_DRAW);
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matrixLocation = glGetUniformLocation(program, "matrix");
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checkError("glGetUniformLocation matrix");
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vertexLocation = glGetAttribLocation(program, "vertex");
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checkError("glGetAttribLocation vertex");
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colAttrLocation = glGetAttribLocation(program, "colAttr");
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checkError("glGetAttribLocation colAttr");
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return res && matrixLocation >= 0 && vertexLocation >= 0 && colAttrLocation >= 0;
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}
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bool execute(float[] vertices, float[] colors) {
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if (error)
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return false;
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if (!initialized)
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if (!compile())
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return false;
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beforeExecute();
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(
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GL_ARRAY_BUFFER,
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vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof,
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null,
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GL_STREAM_DRAW);
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glBufferSubData(
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GL_ARRAY_BUFFER,
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0,
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vertices.length * vertices[0].sizeof,
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vertices.ptr);
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glBufferSubData(
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GL_ARRAY_BUFFER,
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vertices.length * vertices[0].sizeof,
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colors.length * colors[0].sizeof, colors.ptr);
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glEnableVertexAttribArray(vertexLocation);
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checkError("glEnableVertexAttribArray");
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glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0);
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checkError("glVertexAttribPointer");
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glEnableVertexAttribArray(colAttrLocation);
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checkError("glEnableVertexAttribArray");
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glVertexAttribPointer(colAttrLocation, 4, GL_FLOAT, GL_FALSE, 0, cast(void*) (float.sizeof*3*6));
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checkError("glVertexAttribPointer");
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glDrawArrays(GL_TRIANGLES, 0, 6);
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checkError("glDrawArrays");
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glDisableVertexAttribArray(vertexLocation);
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checkError("glDisableVertexAttribArray");
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glDisableVertexAttribArray(colAttrLocation);
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checkError("glDisableVertexAttribArray");
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afterExecute();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &vbo);
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glBindVertexArray(0);
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glDeleteVertexArrays(1, &vao);
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return true;
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}
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}
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class TextureProgram : SolidFillProgram {
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@property override string vertexSource() {
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return
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"attribute " ~ HIGHP ~ " vec4 vertex;\n"
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"attribute " ~ LOWP ~ " vec4 colAttr;\n"
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"attribute " ~ MEDIUMP ~ " vec4 texCoord;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"varying " ~ MEDIUMP ~ " vec4 texc;\n"
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"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" col = colAttr;\n"
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" texc = texCoord;\n"
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"}\n";
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}
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@property override string fragmentSource() {
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return
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"uniform sampler2D texture;\n"
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"varying " ~ LOWP ~ " vec4 col;\n"
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"varying " ~ MEDIUMP ~ " vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_FragColor = texture2D(texture, texc.st) * col;\n"
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"}\n";
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}
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GLint texCoordLocation;
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override bool initLocations() {
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bool res = super.initLocations();
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texCoordLocation = glGetAttribLocation(program, "texCoord");
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return res && texCoordLocation >= 0;
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}
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bool execute(float[] vertices, float[] texcoords, float[] colors, uint textureId, bool linear) {
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if (error)
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return false;
|
||||
if (!initialized)
|
||||
if (!compile())
|
||||
return false;
|
||||
beforeExecute();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
checkError("glActiveTexture GL_TEXTURE0");
|
||||
glBindTexture(GL_TEXTURE_2D, textureId);
|
||||
checkError("glBindTexture");
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST);
|
||||
checkError("drawColorAndTextureRect - glTexParameteri");
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear ? GL_LINEAR : GL_NEAREST);
|
||||
checkError("drawColorAndTextureRect - glTexParameteri");
|
||||
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
GLuint vbo;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof +
|
||||
colors.length * colors[0].sizeof +
|
||||
texcoords.length * texcoords[0].sizeof,
|
||||
null,
|
||||
GL_STREAM_DRAW);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
0,
|
||||
vertices.length * vertices[0].sizeof,
|
||||
vertices.ptr);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof,
|
||||
colors.length * colors[0].sizeof,
|
||||
colors.ptr);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof,
|
||||
texcoords.length * texcoords[0].sizeof,
|
||||
texcoords.ptr);
|
||||
|
||||
glEnableVertexAttribArray(vertexLocation);
|
||||
glEnableVertexAttribArray(colAttrLocation);
|
||||
glEnableVertexAttribArray(texCoordLocation);
|
||||
|
||||
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0);
|
||||
glVertexAttribPointer(colAttrLocation, 4, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof));
|
||||
glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof));
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
checkError("glDrawArrays");
|
||||
|
||||
glDisableVertexAttribArray(vertexLocation);
|
||||
glDisableVertexAttribArray(colAttrLocation);
|
||||
glDisableVertexAttribArray(texCoordLocation);
|
||||
|
||||
afterExecute();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &vbo);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
checkError("glBindTexture");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
__gshared GLSupport _glSupport;
|
||||
@property GLSupport glSupport() {
|
||||
if (!_glSupport) {
|
||||
Log.f("GLSupport is not initialized");
|
||||
assert(false, "GLSupport is not initialized");
|
||||
}
|
||||
if (!_glSupport.valid) {
|
||||
Log.e("GLSupport programs are not initialized");
|
||||
}
|
||||
return _glSupport;
|
||||
}
|
||||
|
||||
class GLSupport {
|
||||
|
||||
TextureProgram _textureProgram;
|
||||
SolidFillProgram _solidFillProgram;
|
||||
|
||||
@property bool valid() {
|
||||
return _textureProgram && _solidFillProgram;
|
||||
}
|
||||
|
||||
bool initShaders() {
|
||||
if (_textureProgram is null) {
|
||||
_textureProgram = new TextureProgram();
|
||||
if (!_textureProgram.compile())
|
||||
return false;
|
||||
}
|
||||
if (_solidFillProgram is null) {
|
||||
_solidFillProgram = new SolidFillProgram();
|
||||
if (!_solidFillProgram.compile())
|
||||
return false;
|
||||
}
|
||||
Log.d("Shaders compiled successfully");
|
||||
return true;
|
||||
}
|
||||
|
||||
bool uninitShaders() {
|
||||
Log.d("Uniniting shaders");
|
||||
if (_textureProgram !is null) {
|
||||
destroy(_textureProgram);
|
||||
_textureProgram = null;
|
||||
}
|
||||
if (_solidFillProgram !is null) {
|
||||
destroy(_solidFillProgram);
|
||||
_solidFillProgram = null;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool isTexture(uint textureId) {
|
||||
return glIsTexture(textureId) == GL_TRUE;
|
||||
}
|
||||
|
||||
void setRotation(int x, int y, int rotationAngle) {
|
||||
/*
|
||||
this->rotationAngle = rotationAngle;
|
||||
rotationX = x;
|
||||
rotationY = y;
|
||||
if (!currentFramebufferId) {
|
||||
rotationY = bufferDy - rotationY;
|
||||
}
|
||||
|
||||
QMatrix4x4 matrix2;
|
||||
matrix2.ortho(0, bufferDx, 0, bufferDy, 0.5f, 5.0f);
|
||||
if (rotationAngle) {
|
||||
matrix2.translate(rotationX, rotationY, 0);
|
||||
matrix2.rotate(rotationAngle, 0, 0, 1);
|
||||
matrix2.translate(-rotationX, -rotationY, 0);
|
||||
}
|
||||
matrix2.copyDataTo(m);
|
||||
*/
|
||||
}
|
||||
static immutable float Z_2D = -2.0f;
|
||||
void drawSolidFillRect(Rect rc, uint color1, uint color2, uint color3, uint color4) {
|
||||
float[6 * 4] colors;
|
||||
LVGLFillColor(color1, colors.ptr + 4*0, 1);
|
||||
|
@ -313,7 +734,6 @@ bool bindFramebuffer(uint framebufferId) {
|
|||
private int bufferDx;
|
||||
/// current gl buffer height
|
||||
private int bufferDy;
|
||||
|
||||
//private float[16] matrix;
|
||||
private float[16] qtmatrix;
|
||||
|
||||
|
@ -357,404 +777,5 @@ void setOrthoProjection(int dx, int dy) {
|
|||
checkError("glViewport");
|
||||
}
|
||||
|
||||
class GLProgram {
|
||||
@property abstract string vertexSource();
|
||||
@property abstract string fragmentSource();
|
||||
protected GLuint vertexShader;
|
||||
protected GLuint fragmentShader;
|
||||
protected GLuint program;
|
||||
protected bool initialized;
|
||||
protected bool error;
|
||||
protected string glslversion;
|
||||
this() {
|
||||
}
|
||||
private GLuint compileShader(string src, GLuint type) {
|
||||
import core.stdc.stdlib;
|
||||
import std.string;
|
||||
|
||||
Log.d("compileShader glsl=", glslversion, " code: ", src);
|
||||
|
||||
GLuint shader = glCreateShader(type);//GL_VERTEX_SHADER
|
||||
const char * psrc = src.toStringz;
|
||||
GLuint len = cast(uint)src.length;
|
||||
glShaderSource(shader, 1, &psrc, cast(const(int)*)&len);
|
||||
glCompileShader(shader);
|
||||
GLint compiled;
|
||||
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
|
||||
if (compiled) {
|
||||
// compiled successfully
|
||||
return shader;
|
||||
} else {
|
||||
GLint blen = 0;
|
||||
GLsizei slen = 0;
|
||||
glGetShaderiv(shader, GL_INFO_LOG_LENGTH , &blen);
|
||||
if (blen > 1)
|
||||
{
|
||||
GLchar[] msg = new GLchar[blen + 1];
|
||||
GLchar * pmsg = &msg[0];
|
||||
glGetShaderInfoLog(shader, blen, &slen, pmsg);
|
||||
Log.d("Shader compilation error: ", fromStringz(pmsg));
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
bool compile() {
|
||||
glslversion = cast(string)std.string.fromStringz(glGetString(GL_SHADING_LANGUAGE_VERSION));
|
||||
vertexShader = compileShader(vertexSource, GL_VERTEX_SHADER);
|
||||
fragmentShader = compileShader(fragmentSource, GL_FRAGMENT_SHADER);
|
||||
if (!vertexShader || !fragmentShader) {
|
||||
error = true;
|
||||
return false;
|
||||
}
|
||||
program = glCreateProgram();
|
||||
glAttachShader(program, vertexShader);
|
||||
glAttachShader(program, fragmentShader);
|
||||
glLinkProgram(program);
|
||||
GLint isLinked = 0;
|
||||
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
|
||||
if (!isLinked) {
|
||||
GLint maxLength = 0;
|
||||
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &maxLength);
|
||||
GLchar[] msg = new GLchar[maxLength + 1];
|
||||
GLchar * pmsg = &msg[0];
|
||||
glGetProgramInfoLog(program, maxLength, &maxLength, pmsg);
|
||||
Log.e("Error while linking program: ", fromStringz(pmsg));
|
||||
error = true;
|
||||
return false;
|
||||
}
|
||||
Log.d("Program compiled successfully");
|
||||
//glDetachShader(program, vertexShader);
|
||||
//glDetachShader(program, fragmentShader);
|
||||
glUseProgram(program);
|
||||
checkError("glUseProgram " ~ to!string(program));
|
||||
if (!initLocations()) {
|
||||
Log.e("some of locations were not found");
|
||||
error = true;
|
||||
}
|
||||
initialized = true;
|
||||
return true;
|
||||
}
|
||||
bool initLocations() {
|
||||
return true;
|
||||
}
|
||||
bool bind() {
|
||||
if (!initialized)
|
||||
return false;
|
||||
if (!glIsProgram(program))
|
||||
Log.e("!glIsProgram(program)");
|
||||
glUseProgram(program);
|
||||
checkError("glUseProgram " ~ to!string(program));
|
||||
return true;
|
||||
}
|
||||
void release() {
|
||||
glUseProgram(0);
|
||||
checkError("glUseProgram(0)");
|
||||
}
|
||||
~this() {
|
||||
clear();
|
||||
}
|
||||
void clear() {
|
||||
// TODO: cleanup
|
||||
if (program)
|
||||
glDeleteProgram(program);
|
||||
if (vertexShader)
|
||||
glDeleteShader(vertexShader);
|
||||
if (fragmentShader)
|
||||
glDeleteShader(fragmentShader);
|
||||
program = vertexShader = fragmentShader = 0;
|
||||
initialized = false;
|
||||
}
|
||||
}
|
||||
|
||||
immutable string HIGHP = "";
|
||||
immutable string LOWP = "";
|
||||
immutable string MEDIUMP = "";
|
||||
|
||||
class SolidFillProgram : GLProgram {
|
||||
@property override string vertexSource() {
|
||||
return
|
||||
"attribute " ~ HIGHP ~ " vec4 vertex;\n"
|
||||
"attribute " ~ LOWP ~ " vec4 colAttr;\n"
|
||||
"varying " ~ LOWP ~ " vec4 col;\n"
|
||||
"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" gl_Position = matrix * vertex;\n"
|
||||
" col = colAttr;\n"
|
||||
"}\n";
|
||||
|
||||
}
|
||||
@property override string fragmentSource() {
|
||||
return
|
||||
"varying " ~ LOWP ~ " vec4 col;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" gl_FragColor = col;\n"
|
||||
"}\n";
|
||||
}
|
||||
|
||||
void beforeExecute() {
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_CULL_FACE);
|
||||
checkError("glDisable(GL_CULL_FACE)");
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
//glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
checkError("glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)");
|
||||
bind();
|
||||
//glUniformMatrix4fv(matrixLocation, 1, false, m.value_ptr);
|
||||
//glUniformMatrix4fv(matrixLocation, 1, false, matrix.ptr);
|
||||
glUniformMatrix4fv(matrixLocation, 1, false, qtmatrix.ptr);
|
||||
checkError("glUniformMatrix4fv");
|
||||
}
|
||||
|
||||
void afterExecute() {
|
||||
release();
|
||||
}
|
||||
|
||||
protected GLint matrixLocation;
|
||||
protected GLint vertexLocation;
|
||||
protected GLint colAttrLocation;
|
||||
protected GLuint vertexBuffer;
|
||||
protected GLuint colAttrBuffer;
|
||||
override bool initLocations() {
|
||||
bool res = super.initLocations();
|
||||
|
||||
//glGenBuffers(1, &vertexBuffer);
|
||||
//glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
|
||||
//glBufferData(GL_ARRAY_BUFFER, float.sizeof * 3 * 6, null, GL_DYNAMIC_DRAW);
|
||||
//glGenBuffers(1, &colAttrBuffer);
|
||||
//glBindBuffer(GL_ARRAY_BUFFER, colAttrBuffer);
|
||||
//glBufferData(GL_ARRAY_BUFFER, float.sizeof * 4 * 6, null, GL_DYNAMIC_DRAW);
|
||||
|
||||
matrixLocation = glGetUniformLocation(program, "matrix");
|
||||
checkError("glGetUniformLocation matrix");
|
||||
vertexLocation = glGetAttribLocation(program, "vertex");
|
||||
checkError("glGetAttribLocation vertex");
|
||||
colAttrLocation = glGetAttribLocation(program, "colAttr");
|
||||
checkError("glGetAttribLocation colAttr");
|
||||
return res && matrixLocation >= 0 && vertexLocation >= 0 && colAttrLocation >= 0;
|
||||
}
|
||||
|
||||
bool execute(float[] vertices, float[] colors) {
|
||||
if (error)
|
||||
return false;
|
||||
if (!initialized)
|
||||
if (!compile())
|
||||
return false;
|
||||
beforeExecute();
|
||||
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
GLuint vbo;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof,
|
||||
null,
|
||||
GL_STREAM_DRAW);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
0,
|
||||
vertices.length * vertices[0].sizeof,
|
||||
vertices.ptr);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof,
|
||||
colors.length * colors[0].sizeof, colors.ptr);
|
||||
|
||||
glEnableVertexAttribArray(vertexLocation);
|
||||
checkError("glEnableVertexAttribArray");
|
||||
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0);
|
||||
checkError("glVertexAttribPointer");
|
||||
|
||||
glEnableVertexAttribArray(colAttrLocation);
|
||||
checkError("glEnableVertexAttribArray");
|
||||
glVertexAttribPointer(colAttrLocation, 4, GL_FLOAT, GL_FALSE, 0, cast(void*) (float.sizeof*3*6));
|
||||
checkError("glVertexAttribPointer");
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
checkError("glDrawArrays");
|
||||
|
||||
glDisableVertexAttribArray(vertexLocation);
|
||||
checkError("glDisableVertexAttribArray");
|
||||
glDisableVertexAttribArray(colAttrLocation);
|
||||
checkError("glDisableVertexAttribArray");
|
||||
|
||||
afterExecute();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &vbo);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
class TextureProgram : SolidFillProgram {
|
||||
@property override string vertexSource() {
|
||||
return
|
||||
"attribute " ~ HIGHP ~ " vec4 vertex;\n"
|
||||
"attribute " ~ LOWP ~ " vec4 colAttr;\n"
|
||||
"attribute " ~ MEDIUMP ~ " vec4 texCoord;\n"
|
||||
"varying " ~ LOWP ~ " vec4 col;\n"
|
||||
"varying " ~ MEDIUMP ~ " vec4 texc;\n"
|
||||
"uniform " ~ MEDIUMP ~ " mat4 matrix;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" gl_Position = matrix * vertex;\n"
|
||||
" col = colAttr;\n"
|
||||
" texc = texCoord;\n"
|
||||
"}\n";
|
||||
|
||||
}
|
||||
@property override string fragmentSource() {
|
||||
return
|
||||
"uniform sampler2D texture;\n"
|
||||
"varying " ~ LOWP ~ " vec4 col;\n"
|
||||
"varying " ~ MEDIUMP ~ " vec4 texc;\n"
|
||||
"void main(void)\n"
|
||||
"{\n"
|
||||
" gl_FragColor = texture2D(texture, texc.st) * col;\n"
|
||||
"}\n";
|
||||
}
|
||||
|
||||
GLint texCoordLocation;
|
||||
override bool initLocations() {
|
||||
bool res = super.initLocations();
|
||||
texCoordLocation = glGetAttribLocation(program, "texCoord");
|
||||
return res && texCoordLocation >= 0;
|
||||
}
|
||||
|
||||
bool execute(float[] vertices, float[] texcoords, float[] colors, uint textureId, bool linear) {
|
||||
if (error)
|
||||
return false;
|
||||
if (!initialized)
|
||||
if (!compile())
|
||||
return false;
|
||||
beforeExecute();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
checkError("glActiveTexture GL_TEXTURE0");
|
||||
glBindTexture(GL_TEXTURE_2D, textureId);
|
||||
checkError("glBindTexture");
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, linear ? GL_LINEAR : GL_NEAREST);
|
||||
checkError("drawColorAndTextureRect - glTexParameteri");
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, linear ? GL_LINEAR : GL_NEAREST);
|
||||
checkError("drawColorAndTextureRect - glTexParameteri");
|
||||
|
||||
GLuint vao;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
GLuint vbo;
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof +
|
||||
colors.length * colors[0].sizeof +
|
||||
texcoords.length * texcoords[0].sizeof,
|
||||
null,
|
||||
GL_STREAM_DRAW);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
0,
|
||||
vertices.length * vertices[0].sizeof,
|
||||
vertices.ptr);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof,
|
||||
colors.length * colors[0].sizeof,
|
||||
colors.ptr);
|
||||
glBufferSubData(
|
||||
GL_ARRAY_BUFFER,
|
||||
vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof,
|
||||
texcoords.length * texcoords[0].sizeof,
|
||||
texcoords.ptr);
|
||||
|
||||
glEnableVertexAttribArray(vertexLocation);
|
||||
glEnableVertexAttribArray(colAttrLocation);
|
||||
glEnableVertexAttribArray(texCoordLocation);
|
||||
|
||||
glVertexAttribPointer(vertexLocation, 3, GL_FLOAT, GL_FALSE, 0, cast(void*) 0);
|
||||
glVertexAttribPointer(colAttrLocation, 4, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof));
|
||||
glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE, 0, cast(void*) (vertices.length * vertices[0].sizeof + colors.length * colors[0].sizeof));
|
||||
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
checkError("glDrawArrays");
|
||||
|
||||
glDisableVertexAttribArray(vertexLocation);
|
||||
glDisableVertexAttribArray(colAttrLocation);
|
||||
glDisableVertexAttribArray(texCoordLocation);
|
||||
|
||||
afterExecute();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glDeleteBuffers(1, &vbo);
|
||||
|
||||
glBindVertexArray(0);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
checkError("glBindTexture");
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
__gshared TextureProgram _textureProgram;
|
||||
__gshared SolidFillProgram _solidFillProgram;
|
||||
|
||||
bool initShaders() {
|
||||
if (_textureProgram is null) {
|
||||
_textureProgram = new TextureProgram();
|
||||
if (!_textureProgram.compile())
|
||||
return false;
|
||||
}
|
||||
if (_solidFillProgram is null) {
|
||||
_solidFillProgram = new SolidFillProgram();
|
||||
if (!_solidFillProgram.compile())
|
||||
return false;
|
||||
}
|
||||
Log.d("Shaders compiled successfully");
|
||||
return true;
|
||||
}
|
||||
|
||||
bool uninitShaders() {
|
||||
Log.d("Uniniting shaders");
|
||||
if (_textureProgram !is null) {
|
||||
destroy(_textureProgram);
|
||||
_textureProgram = null;
|
||||
}
|
||||
if (_solidFillProgram !is null) {
|
||||
destroy(_solidFillProgram);
|
||||
_solidFillProgram = null;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool isTexture(uint textureId) {
|
||||
return glIsTexture(textureId) == GL_TRUE;
|
||||
}
|
||||
|
||||
void setRotation(int x, int y, int rotationAngle) {
|
||||
/*
|
||||
this->rotationAngle = rotationAngle;
|
||||
rotationX = x;
|
||||
rotationY = y;
|
||||
if (!currentFramebufferId) {
|
||||
rotationY = bufferDy - rotationY;
|
||||
}
|
||||
|
||||
QMatrix4x4 matrix2;
|
||||
matrix2.ortho(0, bufferDx, 0, bufferDy, 0.5f, 5.0f);
|
||||
if (rotationAngle) {
|
||||
matrix2.translate(rotationX, rotationY, 0);
|
||||
matrix2.rotate(rotationAngle, 0, 0, 1);
|
||||
matrix2.translate(-rotationX, -rotationY, 0);
|
||||
}
|
||||
matrix2.copyDataTo(m);
|
||||
*/
|
||||
}
|
||||
|
|
|
@ -97,6 +97,8 @@ class SDLWindow : Window {
|
|||
version(USE_OPENGL) {
|
||||
if (_enableOpengl)
|
||||
windowFlags |= SDL_WINDOW_OPENGL;
|
||||
if (!_glSupport)
|
||||
_glSupport = new GLSupport();
|
||||
}
|
||||
_win = SDL_CreateWindow(toUTF8(_caption).toStringz, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
|
||||
700, 500,
|
||||
|
@ -127,7 +129,7 @@ class SDLWindow : Window {
|
|||
} else if (!_gl3Reloaded) {
|
||||
DerelictGL3.reload();
|
||||
_gl3Reloaded = true;
|
||||
if (!initShaders())
|
||||
if (!glSupport.valid && !glSupport.initShaders())
|
||||
_enableOpengl = false;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -154,10 +154,12 @@ version (USE_OPENGL) {
|
|||
|
||||
class Win32Window : Window {
|
||||
Win32Platform _platform;
|
||||
|
||||
HWND _hwnd;
|
||||
version (USE_OPENGL) {
|
||||
HGLRC _hGLRC; // opengl context
|
||||
HPALETTE _hPalette;
|
||||
GLSupport _gl;
|
||||
}
|
||||
dstring _caption;
|
||||
Win32ColorDrawBuf _drawbuf;
|
||||
|
@ -167,6 +169,7 @@ class Win32Window : Window {
|
|||
Win32Window w32parent = cast(Win32Window)parent;
|
||||
HWND parenthwnd = w32parent ? w32parent._hwnd : null;
|
||||
_platform = platform;
|
||||
_gl = new GLSupport();
|
||||
_caption = windowCaption;
|
||||
_flags = flags;
|
||||
uint ws = WS_CLIPCHILDREN | WS_CLIPSIBLINGS;
|
||||
|
@ -199,7 +202,9 @@ class Win32Window : Window {
|
|||
_hPalette = setupPalette(hDC);
|
||||
_hGLRC = wglCreateContext(hDC);
|
||||
if (_hGLRC) {
|
||||
|
||||
wglMakeCurrent(hDC, _hGLRC);
|
||||
_glSupport = _gl;
|
||||
|
||||
if (!DERELICT_GL3_RELOADED) {
|
||||
// run this code only once
|
||||
|
@ -208,7 +213,7 @@ class Win32Window : Window {
|
|||
import derelict.opengl3.gl3;
|
||||
DerelictGL3.reload();
|
||||
// successful
|
||||
if (initShaders()) {
|
||||
if (glSupport.initShaders()) {
|
||||
setOpenglEnabled();
|
||||
useOpengl = true;
|
||||
} else {
|
||||
|
@ -218,7 +223,7 @@ class Win32Window : Window {
|
|||
Log.e("Derelict exception", e);
|
||||
}
|
||||
} else {
|
||||
if (initShaders()) {
|
||||
if (glSupport.initShaders()) {
|
||||
setOpenglEnabled();
|
||||
useOpengl = true;
|
||||
} else {
|
||||
|
@ -252,6 +257,7 @@ class Win32Window : Window {
|
|||
//scope(exit) EndPaint(_hwnd, &ps);
|
||||
HDC hdc = GetDC(_hwnd);
|
||||
wglMakeCurrent(hdc, _hGLRC);
|
||||
_glSupport = _gl;
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glViewport(0, 0, _dx, _dy);
|
||||
float a = 1.0f;
|
||||
|
@ -288,7 +294,10 @@ class Win32Window : Window {
|
|||
version (USE_OPENGL) {
|
||||
import derelict.opengl3.wgl;
|
||||
if (_hGLRC) {
|
||||
uninitShaders();
|
||||
glSupport.uninitShaders();
|
||||
delete _glSupport;
|
||||
_glSupport = null;
|
||||
_gl = null;
|
||||
wglMakeCurrent (null, null) ;
|
||||
wglDeleteContext(_hGLRC);
|
||||
_hGLRC = null;
|
||||
|
@ -470,7 +479,7 @@ class Win32Window : Window {
|
|||
}
|
||||
|
||||
void onPaint() {
|
||||
Log.d("onPaint()");
|
||||
debug(DebugRedraw) Log.d("onPaint()");
|
||||
long paintStart = currentTimeMillis;
|
||||
version (USE_OPENGL) {
|
||||
if (useOpengl && _hGLRC) {
|
||||
|
@ -482,7 +491,7 @@ class Win32Window : Window {
|
|||
paintUsingGDI();
|
||||
}
|
||||
long paintEnd = currentTimeMillis;
|
||||
Log.d("WM_PAINT handling took ", paintEnd - paintStart, " ms");
|
||||
debug(DebugRedraw) Log.d("WM_PAINT handling took ", paintEnd - paintStart, " ms");
|
||||
}
|
||||
|
||||
protected ButtonDetails _lbutton;
|
||||
|
|
Loading…
Reference in New Issue