153 lines
3.6 KiB
C++
Executable File
153 lines
3.6 KiB
C++
Executable File
#include <iostream>
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include "gl/gl.h"
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#include "gl/glu.h"
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extern int global_EC;
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#ifndef VIEWGL_FOVY
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#define VIEWGL_FOVY 60.0f
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#endif
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#ifndef VIEWGL_ZNEAR
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#define VIEWGL_ZNEAR 0.1f
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#endif
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#ifndef VIEWGL_ZFAR
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#define VIEWGL_ZFAR 250.0f
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#endif
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extern SDL_Window* screen;
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int videoFlags = 0;
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/*
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void ERROR(const char* s) {
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std::cerr << "Error" << s << std::endl;
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std::cerr << "* last SDL error was: " << SDL_GetError() << std::endl;
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global_EC = 1;
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exit(1);
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}*/
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int resize(int w, int h) {
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GLfloat ratio;
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if ( h == 0 )
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h = 1;
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ratio = ( GLfloat )w / ( GLfloat )h;
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glViewport( 0, 0, ( GLint )w, ( GLint )h );
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity( );
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//glRotatef(180, 0, 0, 1);
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gluPerspective( VIEWGL_FOVY, ratio, VIEWGL_ZNEAR, VIEWGL_ZFAR);
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//glOrtho(-1.0f, 1.0f, -1.0f, 1.0f, 0.1f, 300.0f);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity( );
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return(1);
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}
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void initVideo(int w, int h, int bpp) {
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screen = SDL_CreateWindow("My Game Window",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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w, h,
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SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL);
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resize(w, h);
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//Xperimental -- Vladislav Khorev vladislav.khorev@fishrungames.com
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/*
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const SDL_VideoInfo *videoInfo;
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if (!videoInfo)
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ERROR("VideoInfo query failed");
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videoFlags = SDL_OPENGL;
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videoFlags |= SDL_GL_DOUBLEBUFFER;
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videoFlags |= SDL_HWPALETTE;
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//videoFlags |= SDL_RESIZABLE;
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//videoFlags |= SDL_WINDOW_FULLSCREEN;
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if ( videoInfo->hw_available ) {
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std::cerr << "Info: Using HWSURFACE" << std::endl;
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videoFlags |= SDL_HWSURFACE;
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}
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else {
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std::cerr << "Info: Using SWSURFACE" << std::endl;
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videoFlags |= SDL_SWSURFACE;
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}
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if ( videoInfo->blit_hw ) {
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std::cerr << "Info: Using HWACCEL" << std::endl;
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videoFlags |= SDL_HWACCEL;
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}
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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screen = SDL_SetVideoMode( w, h, bpp, videoFlags );
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if (!screen)
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ERROR("SDL failed to generate requested VideoSurface!");
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resize(w, h);*/
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}
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void initGL() {
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GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
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GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
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GLfloat LightPosition[] = { 500.0f, 200.0f, 300.0f, 1.0f };
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//glEnable( GL_TEXTURE_2D );
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glShadeModel( GL_SMOOTH );
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glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
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//glClearDepth( 1.0f );
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glEnable( GL_DEPTH_TEST );
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glEnable( GL_LIGHTING );
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//glDepthFunc( GL_LEQUAL );
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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glLightfv( GL_LIGHT0, GL_AMBIENT, LightAmbient );
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glLightfv( GL_LIGHT0, GL_DIFFUSE, LightDiffuse );
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glLightfv( GL_LIGHT0, GL_POSITION, LightPosition );
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glEnable( GL_LIGHT0 );
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glEnable( GL_COLOR_MATERIAL);
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glCullFace(GL_BACK);
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glPolygonMode(GL_FRONT, GL_FILL);
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glPolygonMode(GL_BACK, GL_LINE);
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}
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/*
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SDL_Surface* createRGBASurface(int w, int h) {
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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#define rmask 0xff000000
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#define gmask 0x00ff0000
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#define bmask 0x0000ff00
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#define amask 0x000000ff
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#else
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#define rmask 0x000000ff
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#define gmask 0x0000ff00
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#define bmask 0x00ff0000
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#define amask 0xff000000
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#endif
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return SDL_CreateRGBSurface(SDL_SWSURFACE|SDL_SRCALPHA,
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64, 64, 32, rmask, gmask, bmask, amask);
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}
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SDL_Surface* createRGBSurface(int w, int h) {
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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#define rmask 0xff000000
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#define gmask 0x00ff0000
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#define bmask 0x0000ff00
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#define amask 0x000000ff
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#else
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#define rmask 0x000000ff
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#define gmask 0x0000ff00
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#define bmask 0x00ff0000
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#define amask 0xff000000
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#endif
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return SDL_CreateRGBSurface(SDL_SWSURFACE,
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w, h, 24, rmask, gmask, bmask, amask);
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}
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*/
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