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