Exemple #1
0
/* general OpenGL initialization function */
int initGL()
{
	//warning:  this must be done BEFORE anything important
	//or else it will override it
	font.Load();
	
    /* Enable Texture Mapping ( NEW ) */
    glEnable( GL_TEXTURE_2D );

    /* Enable smooth shading */
    glShadeModel( GL_SMOOTH );

    /* Set the background black */
    //glClearColor( 0.46f, 0.54f, 0.64f, 0.0f );
	glClearColor(0,0,0,0);

    /* Depth buffer setup */
    glClearDepth( 1.0f );

    /* Enables Depth Testing */
    glEnable( GL_DEPTH_TEST );

    /* The Type Of Depth Test To Do */
    glDepthFunc( GL_LEQUAL );

    /* Really Nice Perspective Calculations */
    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );

	/* Position The Light */
    glLightfv( GL_LIGHT1, GL_POSITION, LightPosition );
	
    /* Setup The Diffuse Light */
    glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiffuse );
	glLightfv( GL_LIGHT1, GL_SPECULAR, LightSpecular );
	
	/* Setup The Ambient Light */
    glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient );

    /* Enable Light One */
    glEnable( GL_LIGHT1 );
	
	/* Enable Lighting */
	glEnable( GL_LIGHTING );
	
	//our perspective matrix
	glMatrixMode( GL_PROJECTION );
    glLoadIdentity( );
	gluPerspective( 45.0f, (float)SCREEN_WIDTH/SCREEN_HEIGHT, 0.1f, 10000.0f );
	glMatrixMode( GL_MODELVIEW );
	
	
	
	// Enable front face culling, since that's what Quake3 does
    //glCullFace(GL_FRONT);
    //glEnable(GL_CULL_FACE);

	if (!InitGameData())
		return (FALSE);

    return( TRUE );
}
Exemple #2
0
void ChangeDisplay(int w, int h, int bpp, bool fullscreen, bool reloadtextures)
{
	SCREEN_WIDTH = w;
	SCREEN_HEIGHT = h;
	SCREEN_BPP = bpp;
	
	/* the flags to pass to SDL_SetVideoMode */
    int videoFlags  = SDL_OPENGL;          /* Enable OpenGL in SDL */
    videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
    videoFlags |= SDL_HWPALETTE;       /* Store the palette in hardware */
    videoFlags |= SDL_RESIZABLE;       /* Enable window resizing */

    /* This checks to see if surfaces can be stored in memory */
    /*if ( videoInfo->hw_available )
		videoFlags |= SDL_HWSURFACE;
    else
		videoFlags |= SDL_SWSURFACE;

    if ( videoInfo->blit_hw )
	videoFlags |= SDL_HWACCEL;*/

	if (fullscreen)
	{
	  videoFlags |= SDL_HWSURFACE|SDL_ANYFORMAT|SDL_FULLSCREEN;  
	}	
	else
	{
	  videoFlags |= SDL_SWSURFACE|SDL_ANYFORMAT;
	}
	
    /* get a SDL surface */
	if (surface != NULL)
	{
		SDL_FreeSurface(surface);
		surface = NULL;
	}
    surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
				videoFlags );
	
	resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
	//if (fullscreen)
	
/*
	ofstream vconf;
	vconf.open((settings.GetSettingsDir() + "/videoconfig").c_str());
	vconf << w << " ";
	vconf << h << " ";
	vconf << bpp << " ";
	vconf << fullscreen << " ";
	vconf.close();
*/
	settings.SetDisplayX(w);
	settings.SetDisplayY(h);
	settings.SetDisplayDepth(bpp);
	settings.SetFullscreenEnabled(fullscreen);

	if (reloadtextures)
	{
        font.Load();
	}
}