| 1 | /*  | 
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| 2 |    orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |    Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |    This program is free software; you can redistribute it and/or modify | 
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| 7 |    it under the terms of the GNU General Public License as published by | 
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| 8 |    the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |    any later version. | 
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| 10 |  | 
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| 11 |    ### File Specific: | 
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| 12 |    main-programmer: Benjamin Grauer | 
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| 13 |    co-programmer: ... | 
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| 14 | */ | 
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| 15 |  | 
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| 16 | #include "windowHandler.h" | 
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| 17 | #include <stdio.h> | 
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| 18 |  | 
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| 19 | /** | 
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| 20 |    \brief Resizes the Window | 
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| 21 |    \param width the new size in the width. | 
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| 22 |    \param height the new size in the height. | 
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| 23 | */ | 
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| 24 | void WindowHandler::ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window | 
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| 25 | { | 
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| 26 |         if (height==0)  // Prevent A Divide By Zero By | 
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| 27 |         { | 
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| 28 |                 height=1;// Making Height Equal One | 
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| 29 |         } | 
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| 30 |  | 
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| 31 |         glViewport(0,0,width,height); // Reset The Current Viewport | 
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| 32 |  | 
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| 33 |          | 
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| 34 |         glMatrixMode(GL_PROJECTION); // Select The Projection Matrix | 
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| 35 |         glLoadIdentity();        | 
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| 36 |  | 
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| 37 |  | 
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| 38 |         // Calculate The Aspect Ratio Of The Window | 
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| 39 |         gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); | 
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| 40 |         gluLookAt (0,0,15, 0,0,0, 0,1,0); | 
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| 41 |  | 
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| 42 |         glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix | 
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| 43 |         glLoadIdentity(); // Reset The Modelview Matrix | 
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| 44 |  | 
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| 45 | } | 
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| 46 |  | 
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| 47 | /** | 
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| 48 |    \brief initializes openGL | 
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| 49 | */ | 
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| 50 | int WindowHandler::InitGL(GLvoid)                                                                               // All Setup For OpenGL Goes Here | 
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| 51 | { | 
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| 52 |         glEnable(GL_TEXTURE_2D); // Enable Texture Mapping | 
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| 53 |         glShadeModel(GL_SMOOTH); // Enable Smooth Shading | 
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| 54 |         glClearColor(0.00f, 0.00f, 0.00f, 0.0f); // Black Background | 
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| 55 |         glClearDepth(1.0f);  // Depth Buffer Setup | 
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| 56 |         glEnable(GL_DEPTH_TEST); // Enables Depth Testing | 
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| 57 |         glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do | 
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| 58 |         glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);  // Really Nice Perspective Calculations | 
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| 59 |  | 
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| 60 |     return TRUE; | 
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| 61 | } | 
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| 62 |  | 
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| 63 | /** | 
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| 64 |    \brief kills the window | 
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| 65 | */ | 
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| 66 | GLvoid WindowHandler::KillGLWindow(GLvoid) // Properly Kill The Window | 
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| 67 | { | 
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| 68 |         SDL_Quit(); | 
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| 69 | } | 
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| 70 |  | 
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| 71 | /** | 
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| 72 |    \brief creates a new Window for the scene | 
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| 73 |    \param title the name of the Window | 
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| 74 |    \param width the width of the window | 
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| 75 |    \param height the height of the window | 
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| 76 |    \param bits the bits per pixel to use | 
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| 77 |    \param fullscreenflag TRUE if fullscreen FALSE if windowed/ | 
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| 78 |    \returns FALSE if initialisation failed, TRUE otherwise | 
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| 79 | */ | 
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| 80 | BOOL WindowHandler::CreateGLWindow(char* title, int width, int height, int bits, BOOL fullscreenflag) | 
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| 81 | { | 
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| 82 |         Uint32 flags; | 
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| 83 |         int size; | 
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| 84 |  | 
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| 85 |         /* Initialize SDL */ | 
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| 86 |         if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { | 
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| 87 |                 fprintf(stderr, "Couldn't init SDL: %s\n", SDL_GetError()); | 
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| 88 |                 return FALSE; | 
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| 89 |         } | 
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| 90 |  | 
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| 91 |         flags = SDL_OPENGL; | 
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| 92 |         if ( fullscreenflag ) { | 
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| 93 |                 flags |= SDL_FULLSCREEN; | 
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| 94 |         } | 
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| 95 |         SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 ); | 
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| 96 |         if ( (screen = SDL_SetVideoMode(width, height, 0, flags)) == NULL ) { | 
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| 97 |                 return FALSE; | 
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| 98 |         } | 
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| 99 |         SDL_GL_GetAttribute( SDL_GL_STENCIL_SIZE, &size); | 
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| 100 |  | 
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| 101 |         ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen | 
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| 102 |  | 
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| 103 |         if (!InitGL()) // Initialize Our Newly Created GL Window | 
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| 104 |         { | 
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| 105 |           KillGLWindow();  // Reset The Display | 
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| 106 |           return FALSE; | 
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| 107 |         } | 
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| 108 |  | 
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| 109 |         return TRUE; | 
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| 110 | } | 
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| 111 |  | 
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| 112 |  | 
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