Mercurial > audlegacy-plugins
diff src/projectm/video_init.c @ 358:bc3bae2880ec trunk
[svn] - add support for projectM
author | nenolod |
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date | Sun, 10 Dec 2006 22:50:34 -0800 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/projectm/video_init.c Sun Dec 10 22:50:34 2006 -0800 @@ -0,0 +1,198 @@ +//video_init.c - SDL/Opengl Windowing Creation/Resizing Functions +// +//by Peter Sperl +// +//Opens an SDL Window and creates an OpenGL session +//also able to handle resizing and fullscreening of windows +//just call init_display again with differant variables + +#include <SDL/SDL.h> +#include <GL/gl.h> +#include <GL/glu.h> + +extern SDL_Surface *screen; +extern int texsize; +void setup_opengl( int w, int h ); + +void close_display() { + SDL_Quit(); +} + +void resize_display(int w, int h, int f) { + int flags; + if (f) flags = SDL_OPENGL|SDL_HWSURFACE|SDL_FULLSCREEN; + else flags = SDL_OPENGL|SDL_HWSURFACE|SDL_RESIZABLE; +// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + screen = SDL_SetVideoMode( w, h, 0, flags ) ; + if(screen == 0 ) { + fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError( ) ); + return; + } + setup_opengl(w,h); + SDL_ShowCursor(f ? SDL_DISABLE : SDL_ENABLE); +} + +//init_display +// +//Sets screen to new width and height (w,h) +//Also switches between fullscreen and windowed +//with the boolean f (fullscreen) +void init_display(int w, int h, int f) +{ + + /* Information about the current video settings. */ + const SDL_VideoInfo* info = NULL; + int bpp = 0; + /* Flags we will pass into SDL_SetVideoMode. */ + int flags = 0; + /* First, initialize SDL's video subsystem. */ + if( SDL_Init( SDL_INIT_VIDEO | SDL_INIT_TIMER ) < 0 ) { + /* Failed, exit. */ + fprintf( stderr, "Video initialization failed: %s\n", + SDL_GetError( ) ); + //projectM_vtable.disable_plugin (&projectM_vtable); + return; + + } + /* Let's get some video information. */ + info = SDL_GetVideoInfo( ); + if( !info ) { + /* This should probably never happen. */ + fprintf( stderr, "Video query failed: %s\n", + SDL_GetError( ) ); + // projectM_vtable.disable_plugin (&projectM_vtable); + return; + } + + bpp = info->vfmt->BitsPerPixel; + + //SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 8 ); + //SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 8 ); + //SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 8 ); + + // SDL_GL_SetAttribute( SDL_GL_ACCUM_RED_SIZE, 8 ); + // SDL_GL_SetAttribute( SDL_GL_ACCUM_GREEN_SIZE, 8 ); + // SDL_GL_SetAttribute( SDL_GL_ACCUM_BLUE_SIZE, 8 ); + SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, 8 ); + SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + + if (f==0) + flags = SDL_OPENGL|SDL_HWSURFACE|SDL_RESIZABLE; + else flags = SDL_OPENGL|SDL_HWSURFACE|SDL_FULLSCREEN; + + screen= SDL_SetVideoMode( w, h, bpp, flags ) ; + + if(screen == 0 ) { + /* + * This could happen for a variety of reasons, + * including DISPLAY not being set, the specified + * resolution not being available, etc. + */ + fprintf( stderr, "Video mode set failed: %s\n", + SDL_GetError( ) ); + + // projectM_vtable.disable_plugin (&projectM_vtable); + return; + + } + + + // setup_opengl(w,h); + //gluOrtho2D(0, w, 0, h); +} + + + void setup_opengl( int w, int h ) +{ + + /* Our shading model--Gouraud (smooth). */ + glShadeModel( GL_SMOOTH); + /* Culling. */ + // glCullFace( GL_BACK ); + // glFrontFace( GL_CCW ); + // glEnable( GL_CULL_FACE ); + /* Set the clear color. */ + glClearColor( 0, 0, 0, 0 ); + /* Setup our viewport. */ + glViewport( 0, 0, w, h ); + /* + * Change to the projection matrix and set + * our viewing volume. + */ + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + + // gluOrtho2D(0.0, (GLfloat) width, 0.0, (GLfloat) height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + + // glFrustum(0.0, height, 0.0,width,10,40); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + +glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + glEnable(GL_BLEND); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + // glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnable(GL_LINE_SMOOTH); + glEnable(GL_POINT_SMOOTH); + glClearColor(0.0f, 0.0f, 0.0f, 0.0f); + glClear(GL_COLOR_BUFFER_BIT); + + // glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0,0,texsize,texsize,0); + //glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,texsize,texsize); + glLineStipple(2, 0xAAAA); + + +} +#if 0 +void CreateRenderTarget(int texsize,int *RenderTargetTextureID, int *RenderTarget ) +{ + /* Create the texture that will be bound to the render target */ + glGenTextures(1, RenderTargetTextureID); + glBindTexture(GL_TEXTURE_2D, *RenderTargetTextureID); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + + /* Create the render target */ + *RenderTarget = SDL_GL_CreateRenderTarget(texsize,texsize, NULL); + if ( *RenderTarget ) { + + int value; + //printf("Created render target:\n"); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_RED_SIZE, &value ); + // printf( "SDL_GL_RED_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_GREEN_SIZE, &value ); + // printf( "SDL_GL_GREEN_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_BLUE_SIZE, &value ); + // printf( "SDL_GL_BLUE_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_ALPHA_SIZE, &value ); + // printf( "SDL_GL_ALPHA_SIZE: %d\n", value); + SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_DEPTH_SIZE, &value ); + // printf( "SDL_GL_DEPTH_SIZE: %d\n", value ); + + SDL_GL_BindRenderTarget(*RenderTarget, *RenderTargetTextureID); + + } else { + /* We can fake a render target in this demo by rendering to the + * screen and copying to a texture before we do normal rendering. + */ + printf("Failed to create render target, using screen buffer\n"); + + glBindTexture(GL_TEXTURE_2D, *RenderTargetTextureID); + glTexImage2D(GL_TEXTURE_2D, + 0, + GL_RGB, + texsize, texsize, + 0, + GL_RGB, + GL_UNSIGNED_BYTE, + NULL); + } + + +} +#endif