📄 video_init.c
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/***************************************************************************** * video_init.c: ***************************************************************************** * Copyright (C) 2004 VideoLAN * $Id: video_init.c 10101 2005-03-02 16:47:31Z robux4 $ * * Authors: Cyril Deguet <asmax@videolan.org> * code from projectM http://xmms-projectm.sourceforge.net * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111, USA. *****************************************************************************///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 <GL/gl.h>#include <GL/glu.h>#include "video_init.h"extern int texsize;extern char *buffer;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); }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);#if 0 /* 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 {#endif /* We can fake a render target in this demo by rendering to the * screen and copying to a texture before we do normal rendering. */ buffer = malloc(3*texsize*texsize); glBindTexture(GL_TEXTURE_2D, *RenderTargetTextureID); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texsize, texsize, 0, GL_RGB, GL_UNSIGNED_BYTE, buffer); // }}
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