Add the demo directory
git-svn-id: https://reactphysics3d.googlecode.com/svn/trunk@9 92aac97c-a6ce-11dd-a772-7fcde58d38e6
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58
sources/demo/Context.cpp
Executable file
58
sources/demo/Context.cpp
Executable file
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// Libraries
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#include "Context.h"
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#include <iostream>
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#include <vector>
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// Constructor of the class Context
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Context::Context() {
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// We add some objects in the context at the beginning ---> THESE THINGS WILL BE STORE IN A TEXT FILE
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Cube * cube1 = new Cube(Object::Position(-2.0, 1.0, -6.0), 2.0);
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Cube * cube2 = new Cube(Object::Position(0.0, 1.5, 6.0), 3.0);
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Cube * cube3 = new Cube(Object::Position(4.0, 4.0, -2.0), 2.0);
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Plane * plane1 = new Plane(Object::Position(0.0, 0.0, 0.0), 20.0, 30.0, Vector(-1.0, 0.0, 0.0), Vector(0.0, 0.0, 1.0));
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addObject(cube1);
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addObject(cube2);
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addObject(cube3);
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addObject(plane1);
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}
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// Destructor of the class Context
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Context::~Context() {
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// Delete all the objects in vectObjects
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for(int i=0; i<vectObjects.size(); ++i) {
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delete vectObjects[0];
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}
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}
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// Method to get an object from the context
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Object& Context::getObject(int objectIndex) const {
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// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
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// Return the object from the context
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return (*vectObjects.at(objectIndex)); // THROWN AN EXCEPTION IF INDEX IS OUT OF THE BOUNDS
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}
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// Method for adding an object into the context
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void Context::addObject(Object* object) {
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if (object != NULL) {
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// Add the object into the context
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vectObjects.push_back(object);
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}
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}
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// Method to remove an object from the context
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void Context::removeObject(int objectIndex) {
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// WE HAVE TO ADD HERE AN EXCEPTION IMPLEMENTATION
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// Restore the memory of the element
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delete vectObjects[objectIndex];
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// Erase the element in the vector
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vectObjects.erase(vectObjects.begin()+objectIndex);
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}
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28
sources/demo/Context.h
Executable file
28
sources/demo/Context.h
Executable file
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#ifndef CONTEXT_H
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#define CONTEXT_H
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// Libraries
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#include "Objects.h"
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#include <vector>
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// Class Context
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class Context {
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private :
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std::vector<Object*> vectObjects; // Vector of Objects in the simulation
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public :
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Context(); // Constructor of the class
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~Context(); // Destructor of the class
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int getNbObjects() const; // Return the number of objects in the context
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Object& getObject(int objectIndex) const; // Get an object from the context
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void addObject(Object* object); // Add an object into the context
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void removeObject(int objectIndex); // Remove an object from the context
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};
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// Method (inline) to get the number of objects in the context
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inline int Context::getNbObjects() const {
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return vectObjects.size();
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}
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#endif
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128
sources/demo/Objects.cpp
Executable file
128
sources/demo/Objects.cpp
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// Libraries
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#include "Objects.h"
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//#include <windows.h> // To avoid an error due to the #include <GL/glut.h>
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#include <GL/freeglut.h>
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#include <math.h>
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// ----- Structure Vector ----- //
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// Constructor without arguments of the structure Vector
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Vector::Vector() {
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x = 0.0;
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y = 0.0;
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z = 0.0;
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}
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// Constructor of the structure Vector
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Vector::Vector(double x, double y, double z) {
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this->x = x;
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this->y = y;
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this->z = z;
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};
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// ----- Class Object ----- //
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// Constructor of the class Object
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Object::Object(const Position& position) {
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this->position = position;
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}
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// Destructor of the class Object
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Object::~Object() {
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}
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// ----- Structure Position ----- //
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// Constructor without arguments of the structure Position
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Object::Position::Position() {
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x = 0.0;
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y = 0.0;
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z = 0.0;
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}
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// Constructor of the structure Position
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Object::Position::Position(double x, double y, double z) {
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this->x = x;
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this->y = y;
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this->z = z;
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};
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// ----- Class Cube ----- //
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// Constructor of the class Cube
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Cube::Cube(const Position& position, float size)
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:Object(position) {
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this->size = size;
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}
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// Destructor of the classe Cube
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Cube::~Cube() {
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}
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// Method to draw the cube
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void Cube::draw() const {
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// Translation of the cube to its position
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glTranslatef(position.x, position.y, position.z);
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// Draw the cube
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glutSolidCube(size);
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}
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// ----- Class Plane ----- //
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// Constructor of the class Plane
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Plane::Plane(const Position& position, float width, float height, const Vector& d1, const Vector& d2)
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:Object(position) {
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this->width = width;
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this->height = height;
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this->d1 = d1;
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this->d2 = d2;
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// Compute the unit normal vector of the plane by a cross product
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normalVector.x = d1.y * d2.z - d1.z * d2.y;
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normalVector.y = d1.z * d2.x - d1.x * d2.z;
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normalVector.z = d1.x * d2.y - d1.y * d2.x;
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float length = sqrt(normalVector.x * normalVector.x + normalVector.y * normalVector.y + normalVector.z * normalVector.z);
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normalVector.x = normalVector.x / length;
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normalVector.y = normalVector.y / length;
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normalVector.z = normalVector.z / length;
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}
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// Destructor of the class Plane
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Plane::~Plane() {
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}
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// Method used to draw the plane
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void Plane::draw() const {
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// Translation of the cube to its position
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glTranslatef(position.x, position.y, position.z);
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float halfWidth = width / 2.0;
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float halfHeight = height / 2.0;
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// Draw the plane
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glBegin(GL_POLYGON);
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glColor3f(1.0, 1.0, 1.0);
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glVertex3f(position.x + d1.x * halfWidth + d2.x * halfHeight , position.y + d1.y * halfWidth + d2.y * halfHeight
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, position.z + d1.z * halfWidth + d2.z * halfHeight);
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glNormal3f(normalVector.x, normalVector.y, normalVector.z);
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glVertex3f(position.x + d1.x * halfWidth - d2.x * halfHeight , position.y + d1.y * halfWidth - d2.y * halfHeight
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, position.z + d1.z * halfWidth - d2.z * halfHeight);
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glNormal3f(normalVector.x, normalVector.y, normalVector.z);
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glVertex3f(position.x - d1.x * halfWidth - d2.x * halfHeight , position.y - d1.y * halfWidth - d2.y * halfHeight
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, position.z - d1.z * halfWidth - d2.z * halfHeight);
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glNormal3f(normalVector.x, normalVector.y, normalVector.z);
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glVertex3f(position.x - d1.x * halfWidth + d2.x * halfHeight , position.y - d1.y * halfWidth + d2.y * halfHeight
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, position.z - d1.z * halfWidth + d2.z * halfHeight);
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glEnd();
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}
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64
sources/demo/Objects.h
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64
sources/demo/Objects.h
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#ifndef OBJECTS_H
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#define OBJECTS_H
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/*
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Here we define all the objects that can appear in the simulation like cube, sphere, plane, ...
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*/
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struct Vector {
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double x; // x component
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double y; // y component
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double z; // z component
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// Methods
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Vector(); // Constructor without arguments of the structure Vector
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Vector(double x, double y, double z); // Constructor of the structure Vector
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};
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// ----- Class Object (abstract) ----- //
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// Represent an object of the simulation
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class Object {
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public :
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// Structure Object::Position
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struct Position {
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double x; // x coordinate
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double y; // y coordinate
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double z; // z coordinate
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// Methods
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Position(); // Constructor without arguments of the structure Position
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Position(double x, double y, double z); // Constructor of the structure Position
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} position; // Position of the object
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Object(const Position& position); // Constructor of the class Object
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virtual ~Object(); // Destructor of the class Object
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virtual void draw() const =0; // pure virtual method to draw the object
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};
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// ----- Class Cube ----- //
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// Represente a Cube in the simulation
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class Cube : public Object {
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private :
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float size; // Size of a side in the cube
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public :
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Cube(const Position& position, float size); // Constructor of the class cube
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virtual ~Cube(); // Destructor of the class cube
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virtual void draw() const; // Method to draw the cube
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};
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// ----- Class Plane ---- //
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// Represent a plane in the simulation
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class Plane : public Object {
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public :
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float width; // Width of the plane
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float height; // Height of the plane
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Vector d1; // Unit vector in the plane
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Vector d2; // Unit vector in the plane
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Vector normalVector; // Unit normal vector of the plane
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Plane(const Position& position, float width, float height, const Vector& d1, const Vector& d2); // Constructor of the class Plane
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virtual ~Plane(); // Destructor of the class Plane
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virtual void draw() const; // Method to draw the plane
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};
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#endif
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8
sources/demo/ReactDemo.h
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8
sources/demo/ReactDemo.h
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#ifndef REACT_DEMO_H
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#define REACT_DEMO_H
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// Constants
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const int WINWIDTH = 640; // Width of the OpenGL windows
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const int WINHEIGHT = 480; // Height of the OpenGL windows
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#endif
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103
sources/demo/Scene.cpp
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103
sources/demo/Scene.cpp
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// Librairies
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#include "Scene.h"
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#include "Objects.h"
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// Constructor of the class Scene
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Scene::Scene() {
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// Initialise the material specular color
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mat_specular[0] = 1.0;
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mat_specular[1] = 1.0;
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mat_specular[2] = 1.0;
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mat_specular[3] = 1.0;
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// Initialize the material shininess
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mat_shininess[0] = 50.0;
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// Initialise the light source position
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light_position[0] = 20.0;
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light_position[1] = 9.0;
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light_position[2] = 15.0;
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light_position[3] = 0.0;
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// Initialise the ambient color of the light
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ambient_color[0] = 1.0;
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ambient_color[1] = 1.0;
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ambient_color[2] = 1.0;
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ambient_color[3] = 0.7;
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// Initialise the diffuse light color
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white_light[0] = 1.0;
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white_light[1] = 1.0;
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white_light[2] = 1.0;
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white_light[3] = 1.0;
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// Initialise the camera angles
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camera_angle1 = 0.0;
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camera_angle2 = 0.0;
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}
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// Destructor of the class Scene
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Scene::~Scene() {
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}
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// Init method
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void Scene::init() {
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glClearColor(0.0, 0.0, 0.0, 0.0); // Select the color for the background
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glShadeModel(GL_SMOOTH);
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glClearDepth(1.0);
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// Lighting settings
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); // Specular color of the material
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); // Shininess of the material
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glLightfv(GL_LIGHT0, GL_POSITION, light_position); // Position of the light source
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glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color); // Ambient color of the light
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glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light); // Diffuse color of the light
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glLightfv(GL_LIGHT0, GL_SPECULAR, white_light); // Specular color of the light
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glEnable(GL_LIGHTING); // Activate the lighting
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glEnable(GL_LIGHT0); // Activate a light source
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glEnable(GL_DEPTH_TEST); // Activate the Depth buffer
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}
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// Display method
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void Scene::display(const Context& context) const {
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glClearColor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Define the position and the direction of the camera
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gluLookAt(30,10,0,0,0,0,0,1,0);
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// Rotation of the camera due to the mouse mouvement
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glRotatef(camera_angle2, 0.0, 0.0, 1.0);
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glRotatef(camera_angle1, 0.0, 1.0, 0.0);
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// Draw all objects in the context
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for(int i=0; i<context.getNbObjects(); ++i)
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{
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// Copy the active matrix on the matrix stack
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glPushMatrix();
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// Draw the object
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context.getObject(i).draw();
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// Remove the matrix on the top of the matrix stack
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glPopMatrix();
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}
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// Change the buffers
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SDL_GL_SwapBuffers();
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}
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// Reshape the window
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void Scene::reshape(int width, int height) {
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glViewport(0,0,width,height);
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glMatrixMode(GL_PROJECTION); // Specify the matrix that will be modified
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glLoadIdentity(); // Load the identity matrix before the transformations
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gluPerspective(45.0, (float) width/height, 0.1f, 150.0f);
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glMatrixMode(GL_MODELVIEW); // Specify the matrix that will be modified
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glLoadIdentity(); // Load the identity matrix before the transformations
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}
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56
sources/demo/Scene.h
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56
sources/demo/Scene.h
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#ifndef SCENE_H
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#define SCENE_H
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// Libraries
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#include "Context.h"
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#include <SDL/SDL.h>
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#include <GL/freeglut.h> // Used only to draw cubes
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#include <GL/gl.h>
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#include <GL/glu.h>
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// Scene class
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class Scene {
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private :
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GLfloat mat_specular[4]; // Material specular light color
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GLfloat mat_shininess[1]; // Material shininess
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GLfloat light_position[4]; // Position of the light source
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GLfloat ambient_color[4]; // Ambient color of the light
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GLfloat white_light[4]; // White light color
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float camera_angle1; // Camera angle
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float camera_angle2; // Camera angle
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public :
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Scene(); // constructor of the class
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~Scene(); // Destructor of the class
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void init(); // Initialize the values of OpenGL
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void display(const Context& context) const; // display the scene
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void reshape(int width, int height); // Reshape the window
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float getCameraAngle1() const; // Return the angle of the camera
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float getCameraAngle2() const; // Return the angle of the camera
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void setCameraAngle1(float angle); // Set the angle of the camera
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void setCameraAngle2(float angle); // Set the angle of the camera
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};
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// Return the angle of the camera (inline)
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inline float Scene::getCameraAngle1() const {
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return camera_angle1;
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}
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// Return the angle of the camera (inline)
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inline float Scene::getCameraAngle2() const {
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return camera_angle2;
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}
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// Set the angle of the camera (inline)
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inline void Scene::setCameraAngle1(float angle) {
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camera_angle1 = angle;
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}
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// Set the angle of the camera (inline)
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inline void Scene::setCameraAngle2(float angle) {
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camera_angle2 = angle;
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}
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#endif
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70
sources/demo/Simulation.cpp
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70
sources/demo/Simulation.cpp
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// Libraries
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#include "Simulation.h"
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#include "ReactDemo.h"
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// Constructor of the class Simulation
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Simulation::Simulation() {
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simRunning = false;
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mouseButtonPressed = false;
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}
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// Destructor of the class Simulation
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Simulation::~Simulation() {
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}
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// Method to start the simulation
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void Simulation::start() {
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// Initialisation of the OpenGL settings for the scene
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scene.init();
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// Reshape the windows for the first time
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scene.reshape(WINWIDTH, WINHEIGHT);
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// Activation of the simulation
|
||||
simRunning = true;
|
||||
|
||||
// Main loop of the simulation
|
||||
while(simRunning) {
|
||||
// Check if an SDL event occured and make the apropriate actions
|
||||
checkEvents();
|
||||
|
||||
// Display the actual scene
|
||||
scene.display(context);
|
||||
}
|
||||
}
|
||||
|
||||
// This method checks if an events occur and call the apropriate method
|
||||
void Simulation::checkEvents() {
|
||||
SDL_Event event; // An SDL event
|
||||
|
||||
// Check in the stack of events
|
||||
while(SDL_PollEvent(&event)) {
|
||||
// Check an event
|
||||
switch(event.type) {
|
||||
// An QUIT event occur
|
||||
case SDL_QUIT: simRunning = false;
|
||||
break;
|
||||
|
||||
// A keyboard key has been pushed
|
||||
case SDL_KEYDOWN: // The Esc key has been pushed then we end the simulation
|
||||
if (event.key.keysym.sym == SDLK_ESCAPE)
|
||||
simRunning = false;
|
||||
break;
|
||||
|
||||
// The size of the windows changed then we reshape the windows
|
||||
case SDL_VIDEORESIZE: scene.reshape(event.resize.w, event.resize.h);
|
||||
break;
|
||||
|
||||
// If the mouse moved
|
||||
case SDL_MOUSEMOTION: if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(1)) {
|
||||
// If the left mouse button is pressed then change the angle
|
||||
scene.setCameraAngle1(scene.getCameraAngle1() + event.motion.xrel % 360);
|
||||
scene.setCameraAngle2(scene.getCameraAngle2() + event.motion.yrel % 360);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
24
sources/demo/Simulation.h
Executable file
24
sources/demo/Simulation.h
Executable file
|
@ -0,0 +1,24 @@
|
|||
#ifndef SIMULATION_H
|
||||
#define SIMULATION_H
|
||||
|
||||
// Librairies
|
||||
#include "Context.h"
|
||||
#include "Scene.h"
|
||||
|
||||
// Class Simulation
|
||||
class Simulation {
|
||||
private :
|
||||
Scene scene; // Scene object for displaying the simulation
|
||||
Context context; // Context of the simulation
|
||||
bool simRunning; // True if the simulation is running and false otherwise
|
||||
bool mouseButtonPressed; // True if the left mouse button is pressed
|
||||
|
||||
public :
|
||||
Simulation(); // Constructor of the class
|
||||
~Simulation(); // Destructor of the class
|
||||
void start(); // Start the simulation
|
||||
void checkEvents(); // Check if SDL events occured and make the apropriate actions
|
||||
};
|
||||
|
||||
|
||||
#endif SIMULATION_H
|
87
sources/demo/main.cpp
Executable file
87
sources/demo/main.cpp
Executable file
|
@ -0,0 +1,87 @@
|
|||
|
||||
// Libraries
|
||||
#include "Simulation.h"
|
||||
#include "ReactDemo.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <SDL/SDL.h>
|
||||
|
||||
|
||||
// Prototypes
|
||||
int initSDL();
|
||||
|
||||
// global variables
|
||||
SDL_Surface * pScreen; // Pointer to the SDL windows
|
||||
|
||||
// Main function
|
||||
int main(int argc, char** argv) {
|
||||
|
||||
if(initSDL() > 0) {
|
||||
// If initSDL return an error then we exit the program
|
||||
return EXIT_FAILURE;
|
||||
}
|
||||
|
||||
// Initialize the glut library. We will use glut only to display shapes like cube or sphere
|
||||
glutInit(&argc, argv);
|
||||
|
||||
// Create a Simulation object used to simulate a physic world
|
||||
Simulation simulation;
|
||||
|
||||
// Start the simulation
|
||||
simulation.start();
|
||||
|
||||
std::cerr << "Fin normale du programme" << std::endl;
|
||||
|
||||
// To avoid warnings notifying that argc et argv aren't used
|
||||
(argc);
|
||||
(argv);
|
||||
|
||||
return (EXIT_SUCCESS);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Methode to initialise the SDL and the windows
|
||||
int initSDL() {
|
||||
// Initialisation of SDL
|
||||
if( SDL_Init(SDL_INIT_VIDEO) < 0) {
|
||||
std::cerr << "Echec SDL_Init : " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Select the method to exit
|
||||
atexit( SDL_Quit );
|
||||
|
||||
// Active double buffer mode
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
// Select the Depth Buffer size
|
||||
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16);
|
||||
|
||||
// Activation of displaying in windows mode
|
||||
SDL_Surface* pScreen = SDL_SetVideoMode(WINWIDTH, WINHEIGHT, 32, SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_RESIZABLE | SDL_SWSURFACE);
|
||||
|
||||
// Check that displaying is activated
|
||||
if( !pScreen ) {
|
||||
std::cerr << "Echec de creation de la fenetre en 640x480 : " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Define the window title and the window icon
|
||||
SDL_WM_SetCaption("React Demo 0.0.1", NULL);
|
||||
|
||||
// Get the state of the Double Buffer parameter
|
||||
int nValue;
|
||||
if( SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &nValue) < 0) {
|
||||
std::cerr << "Echec de recuperation du parametre SDL_GL_DOUBLEBUFFER : " << SDL_GetError() << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// Check that Double Buffer mode is activated
|
||||
if(nValue != 1) {
|
||||
std::cerr << "Erreur : SDL_GL_DOUBLEBUFFER inactif" << std::endl;
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user