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blockofighter/src/glapi.cpp

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2014-02-16 10:41:12 +00:00
/*
* $Id: glapi.cpp,v 1.9 2002/07/21 15:03:12 msell Exp $
*
*
* $Log: glapi.cpp,v $
* Revision 1.9 2002/07/21 15:03:12 msell
* Äänet disabloitu
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*
* Revision 1.8 2002/07/15 20:32:35 msell
* Uudet valot ja ulkoasun parantelua
*
* Revision 1.7 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.6 2002/06/05 18:39:04 msell
* Jotain pientä
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*
* Revision 1.5 2002/06/05 15:00:41 msell
* Palikoihin lisää detailia, facet jaetaan halutun kokosiin osiin
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*
* Revision 1.4 2002/06/03 23:06:38 msell
* no message
*
* Revision 1.3 2002/05/17 23:13:30 msell
* Valot
*
* Revision 1.2 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
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*
*
*
* $Date: 2002/07/21 15:03:12 $
*
*/
#include "main.h"
#include "glapi.h"
void setupOpengl(int width, int height){
//float ratio = (float)width/height;
float ratio = 4.0/3.0;
glShadeModel(GL_SMOOTH);
glCullFace(GL_BACK);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0);
glClearColor(0, 0, 0, 0);
glEnable(GL_COLOR_MATERIAL);
//Enables lighting with zero initial lights. Lights are created with Light-class
glEnable(GL_LIGHTING);
glDisable(GL_LIGHT0);
float ambient[4]= {0.1, 0.1, 0.1, 1};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
GLfloat zero[4] = {0, 0, 0, 1};
GLfloat one[4] = {1, 1, 1, 1};
//Default frontface lighting
glMaterialfv(GL_FRONT, GL_AMBIENT, one);
glMaterialfv(GL_FRONT, GL_DIFFUSE, one);
GLfloat specular[4] = {2, 2, 2, 1};
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
glMaterialf(GL_FRONT, GL_SHININESS, 120);
//Never any backface lighting, except ambient
glMaterialfv(GL_BACK, GL_AMBIENT, one);
glMaterialfv(GL_BACK, GL_DIFFUSE, zero);
glMaterialfv(GL_BACK, GL_SPECULAR, zero);
glViewport(0, 0, width, height);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}