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#include "window.h"
#include "3rdparty/GLee/GLee.h"
#include "canvas.h"
#include "../utils/macros.h"
namespace jin
{
namespace render
{
shared Window* Window::g_wnd = 0;
Window::Window(): wnd(0), ctx(0)
{
}
Window::~Window()
{
}
void Window::init(int pw, int ph, const char* t)
{
w = pw;
h = ph;
if (wnd)
{
SDL_DestroyWindow(wnd);
SDL_FlushEvent(SDL_WINDOWEVENT);
}
if (ctx)
{
SDL_GL_DeleteContext(ctx);
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
Uint32 flags = SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL ;
int wx = SDL_WINDOWPOS_UNDEFINED,
wy = SDL_WINDOWPOS_UNDEFINED;
/* Create window */
wnd = SDL_CreateWindow(t, wx, wy, w, h, flags);
// Create an opengl context
ctx = SDL_GL_CreateContext(wnd);
SDL_GL_MakeCurrent(wnd, ctx);
// Default clear color
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Default render color
glColor4f(1, 1, 1, 1);
/**
* Set the viewport to top-left corner.
* Bind to the default render buffer.
*/
Canvas::unbind();
// Swap window buffer
swapBuffers();
}
SDL_Window* Window::getWnd()
{
return wnd;
}
SDL_GLContext Window::getCtx()
{
return ctx;
}
}
}
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