#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <iostream>
using std::cout;
int main()
{
int width = 640, height = 480;
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window = SDL_CreateWindow( "Grapics Application", 0, 0, width, height, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
cout << "OpenGL Version " << glGetString(GL_VERSION) << "\n";
glClearColor(0,0,0,1);
glViewport( 0, 0, width, height );
glFrustum( -1, 1, -(float)height/width, (float)height/width, 1, 500 );
SDL_Event event;
while( 1 )
{
while( SDL_PollEvent( &event ) )
{
switch( event.type )
{
case SDL_WINDOWEVENT:
if( event.window.event == SDL_WINDOWEVENT_RESIZED )
{
glViewport( 0, 0, event.window.data1, event.window.data2 );
glLoadIdentity();
glFrustum( -1, 1, -(float)event.window.data2/event.window.data1, (float)event.window.data2/event.window.data1, 1, 500 );
}
break;
case SDL_QUIT: SDL_GL_DeleteContext(glcontext); SDL_DestroyWindow(window);SDL_Quit(); return 0;
}
}
static float delta = 0;
delta += 0.002;
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_TRIANGLES);
glVertex3f( delta, 0, -5 );
glVertex3f( 1+delta, 0, -5 );
glVertex3f( delta, 1, -5 );
glEnd();
SDL_GL_SwapWindow(window);
SDL_Delay(20);
}
}
The code intentionally prints the version string to help you replace the given OpenGL commands with those used by the version supported by your hardware.
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