mirror of
https://code.videolan.org/videolan/vlc
synced 2024-10-03 01:31:53 +02:00
142 lines
4.4 KiB
C
142 lines
4.4 KiB
C
/*****************************************************************************
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* video_init.c:
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*****************************************************************************
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* Copyright (C) 2004 the VideoLAN team
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* $Id$
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*
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* Authors: Cyril Deguet <asmax@videolan.org>
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* code from projectM http://xmms-projectm.sourceforge.net
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
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*****************************************************************************/
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//video_init.c - SDL/Opengl Windowing Creation/Resizing Functions
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//
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//by Peter Sperl
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//
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//Opens an SDL Window and creates an OpenGL session
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//also able to handle resizing and fullscreening of windows
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//just call init_display again with differant variables
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#include <stdlib.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "video_init.h"
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extern int texsize;
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extern char *buffer;
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void setup_opengl( int w, int h )
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{
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/* Our shading model--Gouraud (smooth). */
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glShadeModel( GL_SMOOTH);
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/* Culling. */
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// glCullFace( GL_BACK );
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// glFrontFace( GL_CCW );
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// glEnable( GL_CULL_FACE );
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/* Set the clear color. */
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glClearColor( 0, 0, 0, 0 );
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/* Setup our viewport. */
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glViewport( 0, 0, w, h );
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/*
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* Change to the projection matrix and set
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* our viewing volume.
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*/
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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// gluOrtho2D(0.0, (GLfloat) width, 0.0, (GLfloat) height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// glFrustum(0.0, height, 0.0,width,10,40);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glEnable(GL_LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// glCopyTexImage2D(GL_TEXTURE_2D,0,GL_RGB,0,0,texsize,texsize,0);
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//glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,texsize,texsize);
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glLineStipple(2, 0xAAAA);
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}
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void CreateRenderTarget(int texsize,int *RenderTargetTextureID, int *RenderTarget )
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{
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/* Create the texture that will be bound to the render target */
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glGenTextures(1, RenderTargetTextureID);
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glBindTexture(GL_TEXTURE_2D, *RenderTargetTextureID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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#if 0
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/* Create the render target */
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*RenderTarget = SDL_GL_CreateRenderTarget(texsize,texsize, NULL);
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if ( *RenderTarget ) {
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int value;
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//printf("Created render target:\n");
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SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_RED_SIZE, &value );
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// printf( "SDL_GL_RED_SIZE: %d\n", value);
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SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_GREEN_SIZE, &value );
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// printf( "SDL_GL_GREEN_SIZE: %d\n", value);
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SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_BLUE_SIZE, &value );
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// printf( "SDL_GL_BLUE_SIZE: %d\n", value);
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SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_ALPHA_SIZE, &value );
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// printf( "SDL_GL_ALPHA_SIZE: %d\n", value);
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SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_DEPTH_SIZE, &value );
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// printf( "SDL_GL_DEPTH_SIZE: %d\n", value );
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SDL_GL_BindRenderTarget(*RenderTarget, *RenderTargetTextureID);
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} else {
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#endif
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/* We can fake a render target in this demo by rendering to the
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* screen and copying to a texture before we do normal rendering.
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*/
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buffer = malloc(3*texsize*texsize);
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glBindTexture(GL_TEXTURE_2D, *RenderTargetTextureID);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGB,
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texsize, texsize,
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0,
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GL_RGB,
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GL_UNSIGNED_BYTE,
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buffer);
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// }
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}
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