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Direct FFI bindings for OpenGL window and context management

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Glop

The goal is to provide simple OpenGL window and context manipulation code as well as system input handling (i.e. mouse & keyboard).

Direct FFI bindings to system functions are used so no third party C lib is required except system libraries.

Dependencies

  • CFFI

Tested implementations/platforms

The following list is just here for information and is certainly not meant to be exhaustive and/or up-to-date.

Tested platforms:

  • Win32: WindowsXP SP2
  • X11: Linux64
  • OSX: OSX 10.6

The following combinations have been tested sucessfully for GL 2.X:

  • CLISP 2.49 / X11
  • CLISP 2.48 / Win32
  • SBCL 1.1.14 / X11
  • SBCL 1.0.46 / OSX (still experimental)
  • CCL 1.9-r15756 / X11
  • ECL 12.2.1 / X11

The following combination are known to fail:

  • CCL / OSX

Running the tests

Make sure glop.asd and glop-test.asd are in a location known to asdf and run:

(asdf:operate 'asdf:load-op :glop-test)

Then you can run an hello world test with:

(glop-test:test-gl-hello)

Available tests are:

  • test-manual-create: manual window create/destroy
  • test-multiple-contexts: multiple OpenGL contexts for a single window
  • test-with-window: glop:with-window macro usage
  • test-manual-events: manual event dispatching
  • test-gl-hello: cl-opengl hello world example
  • test-gl-hello-fullscreen: same in fullscreen
  • test-gl-hello-gl3: same with OpenGL 3.x context
  • test-multiple-windows: two hello world windows each one with its own GL context
  • test-on-event: hello world using the on-event dispatch code
  • test-subclassing: how to make your own window class and use it

In all tests except test-manual-events you can press the following keys:

  • ESC: close the window
  • 'f': toggle fullscreen mode (change display mode)
  • 'g': set window to fullscreen state (no display mode change)
  • 'h': hide mouse cursor
  • 'j': show mouse cursor

Quick start

To use glop, make sure glop.asd is in a location known to asdf and run:

(asdf:operate 'asdf:load-op :glop)

Now you can just do:

(glop:with-window (win "My title" 800 600)
    ;; gl init code here
    (loop while (glop:dispatch-events win :blocking nil) do
       ;; gl code here
       (glop:swap-buffers win)))

The glop:dispatch-events macro will take care of processing glop events and call corresponding methods. Generic functions for these methods are:

  • (on-key window pressed keycode keysym string)
  • (on-button window pressed button)
  • (on-mouse-motion window x y dx dy)
  • (on-resize window new-width new-height)
  • (on-draw window)
  • (on-close window)

None of them have a default definition, so you should implement all these methods in you application.

There's another method based dispatch mechanism with the on-event generic function. To use it just pass :on-foo nil to glop:dispatch-events. In that case the (on-event window event) method will be called instead of on-foo methods.

The glop:dispatch-events macro isn't mandatory and you can use your own event dispatch code, see glop-test:test-manual-events for an example of how to do this.

You may also completely bypass glop's event handling mechanism and use your own, see glop-test:test-custom-event-loop (X11 only) for a simple example of how it may be done. Basically just don't call any of glop's event related functions and do the work yourself.

See test.lisp for more details.

Notes

OsX support is still experimental.

GL 3.x contexts are known to work on Linux and there should be experimental support those on Win32 (not tested).

See also issues on github.

Patches and improvements are welcome :=)

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