1 /* 2 * BSD 3-Clause License 3 * 4 * Copyright (c) 2016, Mango-Engine Team 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are met: 9 * 10 * * Redistributions of source code must retain the above copyright notice, this 11 * list of conditions and the following disclaimer. 12 * 13 * * Redistributions in binary form must reproduce the above copyright notice, 14 * this list of conditions and the following disclaimer in the documentation 15 * and/or other materials provided with the distribution. 16 * 17 * * Neither the name of the copyright holder nor the names of its 18 * contributors may be used to endorse or promote products derived from 19 * this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 22 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 24 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 27 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 28 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 29 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 module mango_engine.graphics.opengl.gl_renderer; 33 34 version(mango_GLBackend) { 35 import mango_engine.graphics.renderer; 36 37 import derelict.opengl3.gl3; 38 import derelict.glfw3.glfw3; 39 40 class GLRenderer : Renderer { 41 private GLFWwindow* windowId; 42 43 package void registerWindowId(GLFWwindow* window) @trusted { 44 this.windowId = window; 45 46 submitOperation(() { 47 glClearColor(0f, 1f, 0f, 0f); 48 glEnable(GL_TEXTURE_2D); 49 glEnable(GL_BLEND); 50 }); 51 } 52 53 override void render() @system { 54 glClear(GL_COLOR_BUFFER_BIT); 55 56 if(this.scene !is null) { 57 synchronized(this.scene) { 58 foreach(modelName, model; this.scene.models) { 59 model.render(this); 60 } 61 } 62 } 63 64 glfwPollEvents(); 65 glfwSwapBuffers(windowId); 66 } 67 } 68 }