[2748] | 1 | |
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| 2 | |
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| 3 | #include "windowHandler.h" |
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| 4 | #include <stdio.h> |
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[2931] | 5 | void WindowHandler::ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window |
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[2748] | 6 | { |
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[2931] | 7 | if (height==0) // Prevent A Divide By Zero By |
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[2748] | 8 | { |
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[2931] | 9 | height=1;// Making Height Equal One |
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[2748] | 10 | } |
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| 11 | |
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[2931] | 12 | glViewport(0,0,width,height); // Reset The Current Viewport |
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[2748] | 13 | |
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[2931] | 14 | |
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| 15 | glMatrixMode(GL_PROJECTION); // Select The Projection Matrix |
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[2748] | 16 | glLoadIdentity(); |
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| 17 | |
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| 18 | |
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| 19 | // Calculate The Aspect Ratio Of The Window |
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| 20 | gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); |
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| 21 | gluLookAt (0,0,15, 0,0,0, 0,1,0); |
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| 22 | |
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[2931] | 23 | glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix |
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| 24 | glLoadIdentity(); // Reset The Modelview Matrix |
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[2748] | 25 | |
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| 26 | } |
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| 27 | |
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| 28 | |
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| 29 | int WindowHandler::InitGL(GLvoid) // All Setup For OpenGL Goes Here |
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| 30 | { |
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[2931] | 31 | glEnable(GL_TEXTURE_2D); // Enable Texture Mapping |
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| 32 | glShadeModel(GL_SMOOTH); // Enable Smooth Shading |
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| 33 | glClearColor(0.00f, 0.00f, 0.00f, 0.0f); // Black Background |
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| 34 | glClearDepth(1.0f); // Depth Buffer Setup |
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| 35 | glEnable(GL_DEPTH_TEST); // Enables Depth Testing |
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| 36 | glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do |
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| 37 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations |
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[2748] | 38 | |
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| 39 | return TRUE; |
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| 40 | } |
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| 41 | |
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| 42 | |
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[2931] | 43 | GLvoid WindowHandler::KillGLWindow(GLvoid) // Properly Kill The Window |
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[2748] | 44 | { |
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| 45 | SDL_Quit(); |
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| 46 | } |
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| 47 | |
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| 48 | |
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| 49 | BOOL WindowHandler::CreateGLWindow(char* title, int width, int height, int bits, BOOL fullscreenflag) |
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| 50 | { |
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| 51 | Uint32 flags; |
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| 52 | int size; |
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| 53 | |
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| 54 | /* Initialize SDL */ |
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| 55 | if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { |
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| 56 | fprintf(stderr, "Couldn't init SDL: %s\n", SDL_GetError()); |
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| 57 | return FALSE; |
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| 58 | } |
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| 59 | |
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| 60 | flags = SDL_OPENGL; |
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| 61 | if ( fullscreenflag ) { |
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| 62 | flags |= SDL_FULLSCREEN; |
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| 63 | } |
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| 64 | SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 ); |
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[2936] | 65 | if ( (screen = SDL_SetVideoMode(width, height, 0, flags)) == NULL ) { |
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[2748] | 66 | return FALSE; |
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| 67 | } |
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| 68 | SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &size); |
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| 69 | |
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[2931] | 70 | ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen |
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[2748] | 71 | |
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[2931] | 72 | if (!InitGL()) // Initialize Our Newly Created GL Window |
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[2748] | 73 | { |
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[2931] | 74 | KillGLWindow(); // Reset The Display |
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| 75 | return FALSE; |
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[2748] | 76 | } |
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| 77 | |
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[2931] | 78 | return TRUE; |
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[2748] | 79 | } |
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| 80 | |
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| 81 | |
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