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module test_glfw;

import derelict.glfw.glfw;
import derelict.opengl.gl;
import derelict.opengl.glu;

static this()
{
DerelictGL.load();
DerelictGLU.load();
DerelictGLFW.load();

glfwInit();
}

static ~this()
{
glfwTerminate();
}

void main()
{
// Open window
int ok = glfwOpenWindow(640, 480, // Width and height of window
8, 8, 8, // Number of red, green, and blue bits for color buffer
8, // Number of bits for alpha buffer
24, // Number of bits for depth buffer (Z-buffer)
0, // Number of bits for stencil buffer
GLFW_WINDOW // We want a desktop window (could be GLFW_FULLSCREEN)
);

// If we could not open a window, exit now
if(!ok)
{
return;
}

// Set window title
glfwSetWindowTitle("My OpenGL program");

// Enable sticky keys
glfwEnable(GLFW_STICKY_KEYS);

bool running = true;
// Main rendering loop
do
{
// Call our rendering function
draw();

// Swap front and back buffers (we use a double buffered display)
glfwSwapBuffers();

// Check if the escape key was pressed, or if the window was closed
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
}
while(running);
}

//----------------------------------------------------------------------
//Draw() - Main OpenGL drawing function that is called each frame
//----------------------------------------------------------------------

void draw()
{
// Get current time
double t = glfwGetTime();

int width, height; // Window dimensions
// Get window size
glfwGetWindowSize(&width, &height);

// Make sure that height is non-zero to avoid division by zero
height = height < 1 ? 1 : height;

// Set viewport
glViewport(0, 0, width, height);

// Clear color and depht buffers
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

// Set up projection matrix
glMatrixMode(GL_PROJECTION); // Select projection matrix
glLoadIdentity(); // Start with an identity matrix
gluPerspective( // Set perspective view
65.0, // Field of view = 65 degrees
cast(double) width / cast(double) height, // Window aspect (assumes square pixels)
1.0, // Near Z clipping plane
100.0 // Far Z clippling plane
);

// Set up modelview matrix
glMatrixMode(GL_MODELVIEW); // Select modelview matrix
glLoadIdentity(); // Start with an identity matrix
gluLookAt( // Set camera position and orientation
0.0, 0.0, 10.0, // Camera position (x,y,z)
0.0, 0.0, 0.0, // View point (x,y,z)
0.0, 1.0, 0.0 // Up-vector (x,y,z)
);

// Here is where actual OpenGL rendering calls would begin...
}
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Change log

r309 by oaalto on Apr 04, 2008   Diff
Add test application and readme.
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