Mercurial > audlegacy-plugins
view src/projectm/video_init.c @ 1088:07914886d6aa trunk
[svn] - cue: convert to plugin API v2
author | nenolod |
---|---|
date | Thu, 24 May 2007 23:13:01 -0700 |
parents | bc3bae2880ec |
children |
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//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