video_init.c
资源名称:vlc-1.0.5.zip [点击查看]
上传用户:kjfoods
上传日期:2020-07-06
资源大小:29949k
文件大小:4k
源码类别:
midi
开发平台:
Unix_Linux
- /*****************************************************************************
- * video_init.c:
- *****************************************************************************
- * Copyright (C) 2004 the VideoLAN team
- * $Id: 2cdef5d94ed95304be113cf3197dd4534b3960cc $
- *
- * 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: %dn", value);
- SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_GREEN_SIZE, &value );
- // printf( "SDL_GL_GREEN_SIZE: %dn", value);
- SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_BLUE_SIZE, &value );
- // printf( "SDL_GL_BLUE_SIZE: %dn", value);
- SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_ALPHA_SIZE, &value );
- // printf( "SDL_GL_ALPHA_SIZE: %dn", value);
- SDL_GL_GetRenderTargetAttribute( *RenderTarget, SDL_GL_DEPTH_SIZE, &value );
- // printf( "SDL_GL_DEPTH_SIZE: %dn", 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);
- // }
- }