[Add] Adding initial directory structure and initial code.

This commit is contained in:
Rtch90 2012-04-05 21:56:37 +01:00
commit 6b23b97921
7 changed files with 293 additions and 0 deletions

7
.gitignore vendored Normal file
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src/LibD
src/Makefile
*.pro.user
moc_*
*.o
*.log
*swp

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Bin/Makefile Normal file
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CC = g++
CFLAGS = -ansi -Wall -g
LDADD = -lGL -lGLU -lglut -lSDL -lSDL_image -lSDL_gfx -lSDL_ttf -ltinyxml
LDADDSTATIC = -Wl,-Bstatic -lSDL -lSDL_image -lopenal -lalut -L/usr/X11 -Wl,-Bdynamic -lasound -lartsc -lesd -lpulse -lpulse-simple -ldirectfb -lvga -laa -lcaca -ljpeg -ltiff -
.PHONY: default static all clean
default: all
all:
$(MAKE) -C ../src/Main
$(CC) $(CFLAGS) -o LibD ../src/Main/main.cpp ../src/Main/Main/*.o $(LDADD)
static:
@echo -e "\033[1;31mThis is an experimental build, if it does not work, don't complain...\033[0m"
@sleep 1
$(MAKE) -C ../src/Main/Main
$(CC) $(CFLAGS) -o build/LibD-static ../src/Main/main.cpp ../src/Main/Main/*.o $(LDADDSTATIC)
clean:
$(MAKE) -C ../src/Main/Main clean
rm -f LibD

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#include <iostream>
#include <string>
#ifdef _unix_
#include <sys/time.h>
#endif
#include "GLWindow.h"
using std::string;
typedef GLXConext (*PFNGLXCREATECONTEXTATTRIBSARBPROC)(Display* dpy, GLXFBConfig config,
GLXContext share_context, bool direct, const int* attrib_list);
unsigned int GetTickCount(void) {
struct timeval t;
gettimeofdat(&t, NULL);
unsigned long secs = t.tv_sec * 1000;
secs += (t.tv_usec / 1000);
return secs;
}
GLWindow::GLWindow(void) :
_game(NULL),
_isRunning(true),
_lastTime(0),
_display(NULL),
_xWindow(0),
_glContext(0),
_screenID(0),
_isFullscreen(false),
_width(0),
_height(0),
_bpp(0),
_GL3Supported(false) {}
GLWindow::~GLWindow(void) {
}
bool GLWindow::Create(int width, int height, int bpp, bool fullscreen) {
// Open the default display.
_display = XOpenDisplay(0);
if(!_display) {
std::cerr << "Could not open the display." << std::endl;
return false;
}
// Get the default screen ID.
_screenID = DefaultScreen(_display);
int n = 0, modeNum = 0;
// Get a frambuffer config useing the default attributes.
GLXFBConfig framebufferConfig = (*glXChooseFBConfig(_display, DefaultScreen(_display), 0, &n));
XF86VidModeInfo **modes;
if(!XF86VidModeGetAllModeLines(_display, _screenID, *modeNum, &modes)) {
std::cerr << "Could not query the video modes." << std::endl;
return false;
}
_XF86DeskMode = *modes[0];
int bestModes = -1;
for(int i = 0; i < modeNum; i++) {
if((modes[i]->hdisplay == width) && (modes[i]->vdisplay == height)) {
bestModes = i;
}
}
if(bestMode == -1 {
std::cerr << "Could not find a suitable graphics mode." << std::endl;
return false;
}
int doubleBufferAttribList[] = {
GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None
};
XVisualInfo* vi = NULL;
// Attempt to create a double buffered window.
vi = glXChooseVisual(_display, _screenID, doubleBufferedAttribList);
if(!vi) {
std::cerr << "Could not create a double buffere window.. Sux.." <<std::endl;
}
// Time to create a GL 2.1 context.
GLXContext gl2Context = glXCreateContext(_display, vi, 0, GL_TRUE);
if(!gl2Context) {
std::cerr << "Could Not create a GL 2.1 context, check your darn graphics drivers" << std::endl;
return false;
}
// Get a pointer to the GL 3.0 context creation.
PFNGLXCREATECONTECTATTRIBSARBPROC glXCreateContextAttribs
= (PFNGLXCREATECONTECTATTRIBSARBPROC) glXGetProcAddress((GLubyte*)"glXCreateContextAttribsARB");
if(!glXCreateContextAttribs == NULL) {
std::cerr << "OpenGL 3.0 is not supported, falling back to 2.1" << std::endl;
_glContext = gl2Context;
_GL3Supported = false;
} else {
// We create a GL 3.0 context..
int attribs[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, 3, // We want a 3.0 context.
GLX_CONTEXT_MINOR_VERSION_ARB, 0,
0 // Zero indicates the end of the array.
};
_glContext = glCreateContextAttribs(_display, frameBufferConfig, 0, true, &attribs[0]);
// We can destroy thr GL 2.0 context once the 3.0 one has been checked.
glXDestroyContext(_display, gl2Context);
_gl3Supported = true;
}
Colormap cmap = XCreateColorMap(_display, RootWindow(_display, vi->screen), vi->visual, AllocNone);
_XSetAttr.colormap = cmap;
_XSetAttr.border_pixel = 0;
_XSetAttr.even_mask = ExposureMask | KeyPressMask | KeyReleaseMask | ButtonPressMask |
StructureNotifyMask;
_XSetAttr.override_redirect = False;
unsigned long windowAttributes = CWBorderPixel | CWColorMap | CWEventMask;
if(fullscreen) {
windowAttributes = CWBorderPixel | CWColorMap | CWColorMap | CWEventMask | CWOverrideRedirect;
XF86VidModeSwitchToMode(_display, _screenID, modes[bestModes]);
XF86VidModeSetViewPort(_display, _screenID, 0, 0);
_XSetAttr.override_redirect = True;
}
_xWindow = XCreateWindow(_display, RootWindow(_display, vi->screen),
0, 0, width, height, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColorMap | CWEventMask, &_XSetAttr);
string title = "Some GL Demo stuff..";
// TODO;
if(fullscreen) {
// Some code here..
} else {
// Some more code here..
}
XFree(modes);
glXMakeCurrent(_display, _xWindow, _glContext);
int posX = 0;
int posY = 0;
Window winDummy;
unsigned int borderDummy;
_width = (unsigned) width;
_height = (unsigned) height;
_bpp = (unsigned) bpp;
XGetGeometry(_display, _xWindow, &winDummy, &posX, &posY,
&_width, &_height, &borderDummy, &_bpp);
// Init the time.
_lastTime = GetTickCount();
return true;
}
void GLWindow::Destroy(void) {
if(_glContext) {
// Some code here.
}
if(_isFullscreen) {
// And here..
}
XCloseDisplay(_display);
}
void GLWindow::ProcessEvents(void) {
// Events are boring.. do the later.
}
float GLWindow::GetElapsedSeconds(void) {
unsigned int currentTime = GetTickCount();
unsigned int diff = currentTime - _lastTime;
_lastTime = currentTime;
return float(diff) / 1000.0f);
}

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src/Main/GLWindow.h Normal file
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#pragma once
#include <GL/glx.h>
#include <glx/glxext.h>
#include <X11/keysym.h>
#include <ctime>
class Game;
class GLWindow {
public:
GLWindow(void);
virtual ~GLWindow(void);
bool Create(int width, int hight, int bpp, bool fullscreen);
void Destroy(void);
void ProcessEvents(void);
void AttachGame(Game* game) { _game = game; }
bool IsRunning(void) { return _isRunning; }
void SwapBuffers(void) { glxSwapBuffers(_display, _xWindow); }
float GetElapsedSeconds(void);
private:
// A pointer to our game thingy..
Game* _game;
// Check to see if the window is still running FFS.
bool _isRunning;
Game* GetAttachedGame(void) { return _game; }
unsigned int _lastTime;
Display _display;
Window _xWindow;
GLXContext _glContext;
XF86VidModeInfo _XF86DeskMode;
XSetWindowAttributes _XSetAttr;
int _screenID;
bool _isFullscreen;
unsigned int _width;
unsigned int _height;
unsigned int _bpp;
bool _GL3Supported;
// I think that's about all I need for now.. FOR NOW!!!
}

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src/Main/Makefile Normal file
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CC = g++
CFLAGS = -ansi -Wall -g
LDADD = -lGL -lGLU -lSDL -lSDL_image
objects = GLWindow.o \
.PHONY: default all clean
default: all
%.cpp: %.h
%.o: %.cpp
$(CC) $(CFLAGS) -c -o $@ $<
all: $(objects)
clean:
rm -f $(objects)