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mirror of https://code.videolan.org/videolan/vlc synced 2024-10-03 01:31:53 +02:00
vlc/modules/visualization/galaktos/video_init.c
2007-10-06 23:32:37 +00:00

142 lines
4.4 KiB
C

/*****************************************************************************
* video_init.c:
*****************************************************************************
* Copyright (C) 2004 the VideoLAN team
* $Id$
*
* 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., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, 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 <stdlib.h>
#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);
// }
}