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source: orxonox.OLD/orxonox/trunk/src/importer/windowHandler.cc @ 3471

Last change on this file since 3471 was 3454, checked in by bensch, 20 years ago

orxonox/trunk/importer: doxygen-tags

File size: 2.9 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#include "windowHandler.h"
17#include <stdio.h>
18
19/**
20   \brief Resizes the Window
21   \param width the new size in the width.
22   \param height the new size in the height.
23*/
24void WindowHandler::ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
25{
26        if (height==0)  // Prevent A Divide By Zero By
27        {
28                height=1;// Making Height Equal One
29        }
30
31        glViewport(0,0,width,height); // Reset The Current Viewport
32
33       
34        glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
35        glLoadIdentity();       
36
37
38        // Calculate The Aspect Ratio Of The Window
39        gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
40        gluLookAt (0,0,15, 0,0,0, 0,1,0);
41
42        glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
43        glLoadIdentity(); // Reset The Modelview Matrix
44
45}
46
47/**
48   \brief initializes openGL
49*/
50int WindowHandler::InitGL(GLvoid)                                                                               // All Setup For OpenGL Goes Here
51{
52        glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
53        glShadeModel(GL_SMOOTH); // Enable Smooth Shading
54        glClearColor(0.00f, 0.00f, 0.00f, 0.0f); // Black Background
55        glClearDepth(1.0f);  // Depth Buffer Setup
56        glEnable(GL_DEPTH_TEST); // Enables Depth Testing
57        glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
58        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // Really Nice Perspective Calculations
59
60    return TRUE;
61}
62
63/**
64   \brief kills the window
65*/
66GLvoid WindowHandler::KillGLWindow(GLvoid) // Properly Kill The Window
67{
68        SDL_Quit();
69}
70
71/**
72   \brief creates a new Window for the scene
73   \param title the name of the Window
74   \param width the width of the window
75   \param height the height of the window
76   \param bits the bits per pixel to use
77   \param fullscreenflag TRUE if fullscreen FALSE if windowed/
78   \returns FALSE if initialisation failed, TRUE otherwise
79*/
80BOOL WindowHandler::CreateGLWindow(char* title, int width, int height, int bits, BOOL fullscreenflag)
81{
82        Uint32 flags;
83        int size;
84
85        /* Initialize SDL */
86        if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
87                fprintf(stderr, "Couldn't init SDL: %s\n", SDL_GetError());
88                return FALSE;
89        }
90
91        flags = SDL_OPENGL;
92        if ( fullscreenflag ) {
93                flags |= SDL_FULLSCREEN;
94        }
95        SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 );
96        if ( (screen = SDL_SetVideoMode(width, height, 0, flags)) == NULL ) {
97                return FALSE;
98        }
99        SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &size);
100
101        ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
102
103        if (!InitGL()) // Initialize Our Newly Created GL Window
104        {
105          KillGLWindow();  // Reset The Display
106          return FALSE;
107        }
108
109        return TRUE;
110}
111
112
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