video:: import

This commit is contained in:
James Turk 2005-03-02 08:45:58 +00:00
parent d070a4495c
commit edeea755ad
2 changed files with 189 additions and 0 deletions

54
src/video/Color.cpp Normal file
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//This file is part of Photon (http://photon.sourceforge.net)
//Copyright (C) 2004-2005 James Turk
//
// Author:
// James Turk (jpt2433@rit.edu)
//
// Version:
// $Id: Color.cpp,v 1.1 2005/03/02 08:45:58 cozman Exp $
#include "video/Color.hpp"
#include "gl/gl.h"
namespace photon
{
namespace video
{
Color::Color() :
red(255), green(255), blue(255), alpha(255)
{
}
Color::Color(ubyte r, ubyte g, ubyte b, ubyte a) :
red(r), green(g), blue(b), alpha(a)
{
}
void Color::setColor(ubyte r, ubyte g, ubyte b, ubyte a)
{
red = r;
green = g;
blue = b;
alpha = a;
}
void Color::makeGLColor() const
{
glColor4ub(red,green,blue,alpha);
}
std::ostream& operator<<(std::ostream &o, const Color &rhs)
{
// cast all colors to integers (internal representation is char)
return o << "Color {"
<< " Red: " << static_cast<int>(rhs.red)
<< " Green: " << static_cast<int>(rhs.green)
<< " Blue: " << static_cast<int>(rhs.blue)
<< " Alpha: " << static_cast<int>(rhs.alpha)
<< " }";
}
}
}

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src/video/VideoCore.cpp Normal file
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//This file is part of Photon (http://photon.sourceforge.net)
//Copyright (C) 2004-2005 James Turk
//
// Author:
// James Turk (jpt2433@rit.edu)
//
// Version:
// $Id: VideoCore.cpp,v 1.1 2005/03/02 08:45:58 cozman Exp $
#include "video/VideoCore.hpp"
#include "gl/gl.h"
#include "glfw.h"
namespace photon
{
namespace video
{
void VideoCore::clear()
{
// TODO: clear depth/stencil if requested
glClear(GL_COLOR_BUFFER_BIT);
}
void VideoCore::update()
{
// do nothing at the moment, handled in AppCore
}
void VideoCore::setOrthoView(int x, int y, int viewWidth, int viewHeight,
scalar orthoWidth, scalar orthoHeight)
{
// set viewport & ortho projection
setViewport(x,y,viewWidth,viewHeight);
setOrthoProjection(orthoWidth,orthoHeight);
}
void VideoCore::setOrthoView(scalar width, scalar height)
{
// set viewport to fullscreen, then set ortho (alternative ratio)
setViewport(0, 0, appCore_.getDisplayWidth(), appCore_.getDisplayHeight());
setOrthoProjection(width,height);
}
void VideoCore::setOrthoView()
{
// set viewport to fullscreen, then set ortho (1:1 ratio)
setViewport(0, 0, appCore_.getDisplayWidth(), appCore_.getDisplayHeight());
setOrthoProjection(appCore_.getDisplayWidth(), appCore_.getDisplayHeight());
}
void VideoCore::setPerspectiveView(int x, int y, int width, int height,
scalar fovy, scalar zNear, scalar zFar)
{
// set viewport & perspective projection
setViewport(x, y, width, height);
setPerspectiveProjection(fovy, zNear, zFar);
}
void VideoCore::setPerspectiveView(scalar fovy, scalar zNear, scalar zFar)
{
// set viewport fullscreen, then set perspective
setViewport(0, 0, appCore_.getDisplayWidth(), appCore_.getDisplayHeight());
setPerspectiveProjection(fovy, zNear, zFar);
}
void VideoCore::setViewport(int x, int y, int width, int height)
{
// viewport described from bottom corner, so flip y
glViewport(x, appCore_.getDisplayHeight()-(y+height), width, height);
viewportWidth_ = width;
viewportHeight_ = height;
}
void VideoCore::setOrthoProjection(scalar width, scalar height)
{
// setup default Ortho
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, static_cast<GLdouble>(width), static_cast<GLdouble>(height),
0, -1.0, 1.0);
//back to modelview
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void VideoCore::setPerspectiveProjection(scalar fovy, scalar zNear, scalar zFar)
{
GLdouble ratio = static_cast<GLdouble>(viewportWidth_) /
static_cast<GLdouble>(viewportHeight_);
//set new projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(fovy, ratio, zNear, zFar);
//back to modelview
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void VideoCore::initOpenGL()
{
// Set smooth shading.
glShadeModel(GL_SMOOTH);
// Setup depth checking.
//glDepthFunc(GL_LEQUAL);
//glEnable(GL_DEPTH_TEST);
//setup hints
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
//enable texturing
glEnable(GL_TEXTURE_2D);
//setup alpha blending of 2D textures with the scene
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
}
VideoCore::VideoCore() :
appCore_(AppCore::getInstance()), viewportWidth_(0), viewportHeight_(0)
{
initOpenGL();
}
VideoCore::~VideoCore()
{
}
}
}