Removed unused Windows OpenGL files.

This commit is contained in:
TomW 2013-10-13 16:33:43 +01:00
commit 8b8fed54b3
2 changed files with 0 additions and 151 deletions

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#define BITMAP WINDOWS_BITMAP
#include <windows.h>
#undef BITMAP
#include <gl\gl.h>
#include <gl\glu.h>
#include "ibm.h"
#include "video.h"
#include "win-opengl.h"
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND opengl_hwnd;
void opengl_init(HWND h)
{
GLuint PixelFormat;
PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
16, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
if (!(hDC = GetDC(h)))
fatal("Couldn't get DC\n");
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd)))
fatal("Couldn't choose pixel format\n");
if (!SetPixelFormat(hDC, PixelFormat, &pfd))
fatal("Couldn't set pixel format\n");
if (!(hRC = wglCreateContext(hDC)))
fatal("Couldn't create rendering context\n");
if (!wglMakeCurrent(hDC, hRC))
fatal("Couldn't set rendering context\n");
ShowWindow(h, SW_SHOW);
glViewport(0, 0, 200, 200); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)200/(GLfloat)200, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DITHER);
glDisable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glClearColor(0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
opengl_hwnd = h;
atexit(opengl_close);
pclog("opengl_init\n");
}
void opengl_close()
{
pclog("opengl_close\n");
if (hRC)
{
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
hRC = NULL;
}
if (hDC)
{
ReleaseDC(opengl_hwnd, hDC);
hDC = NULL;
}
}
void opengl_resize(int x, int y)
{
x = y = 200;
glViewport(0, 0, x, y); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f, (GLfloat)x/(GLfloat)y, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
void opengl_blit_memtoscreen(int x, int y, int y1, int y2, int w, int h)
{
pclog("blit memtoscreen\n");
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glColor3f(1.0f, 1.0f, 0.0f);
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glEnd(); // Finished Drawing The Triangle
glTranslatef(3.0f,0.0f,0.0f); // Move Right 3 Units
glBegin(GL_QUADS); // Draw A Quad
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // Done Drawing The Quad
SwapBuffers(hDC);
}
void opengl_blit_memtoscreen_8(int x, int y, int w, int h)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
SwapBuffers(hDC);
}

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void opengl_init(HWND h);
void opengl_close();
void opengl_resize(int x, int y);