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122 regels
2.2 KiB

#include "glsdlscreen.h"
GLSDLScreen::GLSDLScreen() {
width = 0;
height = 1;
bpp = 16;
znear = 1.0f;
zfar = 100.0f;
opengl = false;
glsetup = true;
resizable = false;
fullscreen = false;
extraglparam = 0;
}
int GLSDLScreen::getFlags() {
const SDL_VideoInfo *videoInfo = SDL_GetVideoInfo();
int videoflags = 0;
if(videoInfo->hw_available)
videoflags |= SDL_HWSURFACE;
else
videoflags |= SDL_SWSURFACE;
if(videoInfo->blit_hw)
videoflags |= SDL_HWACCEL;
if(opengl) {
videoflags |= SDL_OPENGL;
videoflags |= SDL_GL_DOUBLEBUFFER;
videoflags |= SDL_HWPALETTE;
}
return videoflags;
}
void GLSDLScreen::enableOpenGL(bool w) {
opengl = w;
}
void GLSDLScreen::enableResizable(bool w) {
resizable = w;
}
void GLSDLScreen::enableFullscreen(bool w) {
fullscreen = w;
}
void GLSDLScreen::setGLNearFar(float _znear, float _zfar) {
znear = _znear;
zfar = _zfar;
}
void GLSDLScreen::enableGLSetup(bool w) {
glsetup = w;
}
void GLSDLScreen::setExtraGLParamFunc(void (*extrafunc)()) {
extraglparam = extrafunc;
}
void GLSDLScreen::setVideoMode(int _width, int _height, int _bpp) {
width = _width;
height = _height;
bpp = _bpp;
if(height==0)
height = 1;
}
bool GLSDLScreen::isOK() {
return SDL_VideoModeOK(width, height, bpp, getFlags());
}
bool GLSDLScreen::apply() {
if(!SDL_WasInit(SDL_INIT_VIDEO)) {
if(SDL_Init(SDL_INIT_VIDEO)==-1) {
return false;
}
}
screen = SDL_SetVideoMode(width, height, bpp, getFlags());
if(!screen) {
return false;
}
if(opengl) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// Setup GL
if(glsetup) {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1);
}
// Projection
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, znear, zfar);
if(extraglparam) {
extraglparam();
}
glMatrixMode(GL_MODELVIEW);
// Texturen neuladen, eigentlich nur f<>r Windows. Aber egal.
GLTexture::reloadAll();
}
return true;
}