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📄 video_init.c

📁 video linux conference
💻 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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