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- /*
- * This Code Was Created By Jeff Molofee 2000
- * A HUGE Thanks To Fredric Echols For Cleaning Up
- * And Optimizing This Code, Making It More Flexible!
- * If You've Found This Code Useful, Please Let Me Know.
- * Visit My Site At nehe.gamedev.net
- */
- #define _USE_MATH_DEFINES
- #include <math.h>
- #include <windows.h> // Header File For Windows
- //#include <gl\gl.h> // Header File For The OpenGL32 Library
- //#include <gl\glu.h> // Header File For The GLu32 Library
- #include "Glew\GL\glew.h"
- #include "Glew\GL\wglew.h"
- #include "DevIL\IL\il.h"
- #include "DevIL\IL\ilu.h"
- #include "DevIL\IL\ilut.h"
- HDC hDC=NULL; // Private GDI Device Context
- HGLRC hRC=NULL; // Permanent Rendering Context
- HWND hWnd=NULL; // Holds Our Window Handle
- HINSTANCE hInstance; // Holds The Instance Of The Application
- unsigned char keys[256]; // Array Used For The Keyboard Routine
- bool active=TRUE; // Window Active Flag Set To TRUE By Default
- bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
- #define CAMERA_FOVY 60.0f
- #define CAMERA_ZFAR 10.0f
- #define CAMERA_ZNEAR 0.1f
- #define MOUSE_ORBIT_SPEED 0.30f
- #define MOUSE_DOLLY_SPEED 0.02f
- #define MOUSE_TRACK_SPEED 0.005f
- float g_cameraPos[3];
- float g_targetPos[3];
- float mouse_x;
- float mouse_y;
- GLfloat rtri; // Angle For The Triangle ( NEW )
- bool boolTest = true;
- ILuint ImageName;
- typedef struct tagVERTEX
- {
- float x, y, z;
- float u, v;
- } VERTEX;
- typedef struct tagTRIANGLE
- {
- VERTEX vertex[3];
- } TRIANGLE;
- typedef struct tagSECTOR
- {
- int numtriangles;
- TRIANGLE* triangle;
- } SECTOR;
- SECTOR sector1; // Our Model Goes Here:
- VERTEX *vertexList;
- int vertexCount;
- LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
- void readstr(FILE *f,char *string)
- {
- do
- {
- fgets(string, 511, f);
- } while ((string[0] == '/') || (string[0] == '\n'));
- return;
- }
- void SetupWorld()
- {
- float x, y, z/*, u, v*/;
- int numtriangles;
- int numvertices;
- FILE *filein;
- char oneline[511];
- //filein = fopen("Data/Models/Test_Shape.obj", "rt"); // File To Load World Data From
- fopen_s(&filein, "Data/Models/Test_Shape.obj", "rt");
- readstr(filein,oneline);
- sscanf_s(oneline, "#vertices %d\n", &numvertices);
- sscanf_s(oneline, "#polygons 0 - triangles %d\n", &numtriangles);
- vertexCount = numvertices;
- vertexList = new VERTEX[numvertices];
- //sector1.triangle = new TRIANGLE[numtriangles];
- //sector1.numtriangles = numtriangles;
- //for (int loop = 0; loop < numtriangles; loop++)
- //{
- // for (int vert = 0; vert < 3; vert++)
- // {
- // readstr(filein,oneline);
- // sscanf(oneline, "v %f %f %f", &x, &y, &z/*, &u, &v*/);
- // sector1.triangle[loop].vertex[vert].x = x/25.0f;
- // sector1.triangle[loop].vertex[vert].y = y/25.0f;
- // sector1.triangle[loop].vertex[vert].z = z/25.0f;
- // sector1.triangle[loop].vertex[vert].u = 0;
- // sector1.triangle[loop].vertex[vert].v = 0;
- // }
- //}
- for (int loop = 0; loop < numvertices; ++loop){
- readstr(filein, oneline);
- sscanf_s(oneline, "v %f %f %f", &x, &y, &z);
- vertexList[loop].x = x/100.0f;
- vertexList[loop].y = y/100.0f;
- vertexList[loop].z = z/100.0f;
- vertexList[loop].u = 0;
- vertexList[loop].v = 0;
- }
- fclose(filein);
- return;
- }
- /*AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
- {
- FILE *File=NULL; // File Handle
- if (!Filename) // Make Sure A Filename Was Given
- {
- return NULL; // If Not Return NULL
- }
- File=fopen(Filename,"r"); // Check To See If The File Exists
- if (File) // Does The File Exist?
- {
- fclose(File); // Close The Handle
- return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
- }
- return NULL; // If Load Failed Return NULL
- }*/
- int LoadGLTextures() // Load Bitmaps And Convert To Textures
- {
- /*
- int Status=FALSE; // Status Indicator
- AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
- memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
- // Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
- if (TextureImage[0]=LoadBMP("Data/Mud.bmp"))
- {
- Status=TRUE; // Set The Status To TRUE
- glGenTextures(3, &texture[0]); // Create Three Textures
- // Create Nearest Filtered Texture
- glBindTexture(GL_TEXTURE_2D, texture[0]);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
- // Create Linear Filtered Texture
- glBindTexture(GL_TEXTURE_2D, texture[1]);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
- glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
- // Create MipMapped Texture
- glBindTexture(GL_TEXTURE_2D, texture[2]);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
- }
- if (TextureImage[0]) // If Texture Exists
- {
- if (TextureImage[0]->data) // If Texture Image Exists
- {
- free(TextureImage[0]->data); // Free The Texture Image Memory
- }
- free(TextureImage[0]); // Free The Image Structure
- }
- return Status; // Return The Status
- */
- return 0;
- }
- GLvoid KeyPressed(WPARAM wParam)
- {
- if (wParam == VK_HOME){
- ilutGLScreenie();
- /*int screenWidth = GetSystemMetrics( SM_CXVIRTUALSCREEN ) ;
- int screenHeight = GetSystemMetrics( SM_CYVIRTUALSCREEN ) ;
- int bytesToUsePerPixel = 3 ;
- int sizeOfByte = sizeof( unsigned char ) ;
- int theSize = screenWidth * screenHeight * sizeOfByte * bytesToUsePerPixel ;
- unsigned char * imData =(unsigned char*)malloc( theSize ) ;
- for( int i = 0 ; i < theSize ; i++ )
- {
- imData[ i ] = i % 255 ;
- }
- ILuint imageID = ilGenImage();
- ilBindImage( imageID );
- ilutGLScreen();
- ILuint width = ilGetInteger( IL_IMAGE_WIDTH );
- ILuint heigth = ilGetInteger( IL_IMAGE_HEIGHT );
- ILuint bpp = ilGetInteger( IL_IMAGE_BPP );
- ilTexImage(width, heigth, 1, 3, IL_RGB, IL_UNSIGNED_BYTE, imData);
- ilSave( IL_PNG, L"output.png" ) ;*/
- }
- }
- bool IsKeyDown(int vKey)
- {
- if(keys[vKey] & 0x80)
- return true;
- return false;
- }
- GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
- {
- if (height==0) // Prevent A Divide By Zero By
- {
- height=1; // Making Height Equal One
- }
- glViewport(0,0,width,height); // 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)width/(GLfloat)height,0.1f,100.0f);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- }
- bool InitGL()
- {
- GLenum err = glewInit();
- bool m_GlewOK = (err == GLEW_OK);
- glShadeModel(GL_SMOOTH);
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
- glClearDepth(1.0f);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LEQUAL);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
- // extension function - enable vertical syncing.
- wglSwapIntervalEXT(1);
- ilInit();
- iluInit();
- ilutRenderer(ILUT_OPENGL);
- SetupWorld();
- return m_GlewOK;
- }
- //int InitGL(GLvoid) // All Setup For OpenGL Goes Here
- //{
- // 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
- //
- // return TRUE; // Initialization Went OK
- //}
- void DrawGrid(int linesH, int linesV, double spaceH, double spaceV, float transX = 0, float transY = 0, float transZ = 0) {
- glTranslatef(transX, transY, transZ);
- glBegin(GL_LINES); // Begin line drawing
- glColor3ub(0,255,0); // Set the color to [255,201,14]
- double i(0);
- for(i = (linesH*spaceH)/2.0; i >= (linesH*spaceH)/(-2.0); i -= spaceH) {
- if (i <= 0.0) { glColor3ub(60,115,60); }
- glVertex3f((float)(-(linesH*spaceH)/2.0),(float)(i),0);
- glVertex3f((float)((linesH*spaceH)/2.0),(float)(i),0);
- }
- glColor3ub(255,0,0);
- for(i = (linesV*spaceV)/2.0; i >= (linesV*spaceV)/(-2.0); i -= spaceV) {
- if (i <= 0.0) { glColor3ub(115,60,60); }
- glVertex3f((float)(i),(float)(-(linesV*spaceV)/2.0),0);
- glVertex3f((float)(i),(float)((linesV*spaceV)/2.0),0);
- }
- glEnd(); // Stop line drawing
- glTranslatef(-transX, -transY, -transZ);
- glBegin(GL_LINES); // Begin line drawing
- glColor3ub(0,0,255);
- glVertex3f((float)((linesH+2)*spaceH/2.0),0,0);
- glVertex3f((float)(-(linesH+2)*spaceH/2.0),0,0);
- glVertex3f(0,(float)((linesV+2)*spaceV/2.0),0);
- glVertex3f(0,(float)(-(linesV+2)*spaceV/2.0),0);
- glEnd(); // Stop line drawing
- }
- void DrawCircle(float radius, int segments) {
- glColor3ub(255,255,255);
- glBegin ( GL_LINE_LOOP ); // start a line loop
- for ( int i = 0; i <= segments; ++i)
- {
- float angle = (float)(i*2*M_PI) / segments; // the current angle
- float x1 = radius * cos( angle ); // calculate x1 and y1
- float y1 = radius * sin( angle );
- glVertex3f(x1,y1,0); // one point in the line loop
- }
- glEnd();
- }
- void DrawCircle(float x, float y, float z, float radius, int segments) {
- glPushMatrix(); // save the current transformation
- glTranslatef(x,y,z); // translate the current transformation
- DrawCircle(radius, segments); // draw the circle
- glPopMatrix(); // restore the save transformation
- }
- void ProcessMouseSpeed(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- enum CameraModus
- {
- NO_CAMERA =1,
- PAN_CAMERA =2,
- ZOOM_CAMERA =3,
- TURN_CAMERA =4
- };
- static CameraModus cameramodus = NO_CAMERA;
- static POINT ptMousePrev = {0};
- static POINT ptMouseCurrent = {0};
- static int mouseButtonDown = 0;
- static float dx = 0.0f;
- static float dy = 0.0f;
- switch(msg)
- {
- case WM_MBUTTONDOWN:
- cameramodus = PAN_CAMERA;
- ++mouseButtonDown;
- SetCapture(hWnd);
- ptMousePrev.x = static_cast<int>(static_cast<short>(LOWORD(lParam)));
- ptMousePrev.y = static_cast<int>(static_cast<short>(HIWORD(lParam)));
- ClientToScreen(hWnd,&ptMousePrev);
- break;
- case WM_LBUTTONDOWN:
- cameramodus = TURN_CAMERA;
- ++mouseButtonDown;
- SetCapture(hWnd);
- ptMousePrev.x = static_cast<int>(static_cast<short>(LOWORD(lParam)));
- ptMousePrev.y = static_cast<int>(static_cast<short>(HIWORD(lParam)));
- ClientToScreen(hWnd,&ptMousePrev);
- //OutputDebugString(L"mouse is down.\n");
- break;
- case WM_RBUTTONDOWN:
- cameramodus = ZOOM_CAMERA;
- //++mouseButtonDown;
- SetCapture(hWnd);
- ptMousePrev.x = static_cast<int>(static_cast<short>(LOWORD(lParam)));
- ptMousePrev.y = static_cast<int>(static_cast<short>(HIWORD(lParam)));
- ClientToScreen(hWnd, &ptMousePrev);
- break;
- case WM_MOUSEMOVE:
- ptMouseCurrent.x = static_cast<int>(static_cast<short>(LOWORD(lParam)));
- ptMouseCurrent.y = static_cast<int>(static_cast<short>(HIWORD(lParam)));
- ClientToScreen(hWnd,&ptMouseCurrent);
- default:
- cameramodus = TURN_CAMERA;
- //++mouseButtonDown;
- //SetCapture(hWnd);
- //ptMousePrev.x = static_cast<int>(static_cast<short>(LOWORD(lParam)));
- //ptMousePrev.y = static_cast<int>(static_cast<short>(HIWORD(lParam)));
- //ClientToScreen(hWnd,&ptMousePrev);
- //OutputDebugString(L"meuh \n");
- switch(cameramodus)
- {
- case PAN_CAMERA:
- dx=static_cast<float>(ptMouseCurrent.x - ptMousePrev.x);
- dx *= MOUSE_TRACK_SPEED;
- dy=static_cast<float>(ptMouseCurrent.y - ptMousePrev.y);
- dy *= MOUSE_TRACK_SPEED;
- g_cameraPos[0] -= dx;
- g_cameraPos[1] += dy;
- g_targetPos[0] -= dx;
- g_targetPos[1] += dy;
- break;
- case ZOOM_CAMERA:
- dy=static_cast<float>(ptMouseCurrent.y - ptMousePrev.y);
- dy *= MOUSE_DOLLY_SPEED;
- g_cameraPos[2] -= dy;
- /*if (g_cameraPos[2] < g_model.getRadius() + CAMERA_ZNEAR)
- g_cameraPos[2] = g_model.getRadius() + CAMERA_ZNEAR;
- if (g_cameraPos[2] > CAMERA_ZFAR - g_model.getRadius())
- g_cameraPos[2] = CAMERA_ZFAR - g_model.getRadius();*/
- g_targetPos[0] -= dx;
- g_targetPos[1] += dy;
- break;
- case TURN_CAMERA:
- if(wParam == MK_LBUTTON)
- {
- dx = static_cast<float>(ptMouseCurrent.x - ptMousePrev.x);
- dx *= MOUSE_ORBIT_SPEED;
- dy = static_cast<float>(ptMouseCurrent.y - ptMousePrev.y);
- dy *= MOUSE_ORBIT_SPEED;
- rtri += dx;
- }
- //g_heading += dx;
- // g_pitch += dy;
- //if (rtri > 90.0f)
- // rtri = 90.0f;
- //if (rtri < -90.0f)
- // rtri = -90.0f;
- break;
- }
- ptMousePrev.x = ptMouseCurrent.x;
- ptMousePrev.y = ptMouseCurrent.y;
- case WM_LBUTTONUP:
- case WM_RBUTTONUP:
- case WM_MBUTTONUP:
- if(--mouseButtonDown <=0)
- {
- mouseButtonDown = 0;
- cameramodus = NO_CAMERA;
- ReleaseCapture();
- }
- else
- {
- if(wParam & MK_LBUTTON)
- cameramodus = TURN_CAMERA;
- else if(wParam & MK_RBUTTON)
- cameramodus = ZOOM_CAMERA;
- else if(wParam & MK_MBUTTON)
- cameramodus = PAN_CAMERA;
- }
- break;
- break;
- }
- }
- //POINT MousePos()
- //{
- // gluUnproject(
- //}
- int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
- {
- //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
- //glLoadIdentity(); // Reset The Current Modelview Matrix
- //return TRUE; // Everything Went OK
- //GLint viewport[4];
- glClear(GL_COLOR_BUFFER_BIT | // Clear the color and depth buffer
- GL_DEPTH_BUFFER_BIT);
- glLoadIdentity(); // Reset the model transform
- gluLookAt(5*cos(rtri/40),5*sin(rtri/40),2,0,0,0,0,0,1);
- //gluPickMatrix((GLdouble) mouse_x,GLdouble (viewport[3]-mouse_y),1.0f,1.0f,viewport);
- DrawGrid(20,20,0.1f,0.1f);
- //glRotatef(rtri,0.0f,0.0f,1.0f);
- //glBegin(GL_TRIANGLES); // Drawing Using Triangles
- // glColor3ub(255,0,0);
- // glVertex3f( 0.0f, 0.0f, 1.0f); // Top
- // glColor3ub(0,255,0);
- // glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
- // glColor3ub(255,255,255);
- // glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
- // glColor3ub(255,0,0);
- // glVertex3f( 0.0f, 0.0f, 1.0f); // Top
- // glColor3ub(255,255,255);
- // glVertex3f(1.0f,-1.0f, 0.0f); // Bottom Left
- // glColor3ub(0,0,255);
- // glVertex3f( 0.0f,1.0f, 0.0f); // Bottom Right
- // glColor3ub(255,0,0);
- // glVertex3f( 0.0f, 0.0f, 1.0f); // Top
- // glColor3ub(0,0,255);
- // glVertex3f(0.0f,1.0f, 0.0f); // Bottom Left
- // glColor3ub(0,255,0);
- // glVertex3f( -1.0f,-1.0f, 0.0f); // Bottom Right
- //glEnd(); // Finished Drawing The Triangle
- //DrawCircle(-5.0f,5.0f,5.0f,0.5f,33);
- //DrawCircle(-5.0f,-5.0f,-1.0f,0.5f,20);
- //if(IsKeyDown('I'))
- //{
- // rtri += 0.5f;
- //}
- //if(IsKeyDown(VK_MENU && VK_LBUTTON))
- //{
- // rtri+=0.1f;
- // double MouseMovement = WM_MOUSEMOVE;
- //rtri-=WM_MOUSEMOVE;// Increase The Rotation Variable For The Triangle ( NEW )
- //}
- /*if(IsKeyDown('O')) {
- rtri -= 0.1f;
- }*/
- //else { rtri -= 0.1f;}
- //if (boolTest == true && keys[36] == true){
- //
- //}
- //float x_m, y_m, z_m;
- /*int numtriangles;
- numtriangles = sector1.numtriangles;*/
- // Process Each Triangle
- for (int loop_m = 0; loop_m < /*numtriangles*/vertexCount; loop_m++)
- {
- /*glBegin(GL_TRIANGLES);
- glNormal3f( 0.0f, 0.0f, 1.0f);
- x_m = sector1.triangle[loop_m].vertex[0].x;
- y_m = sector1.triangle[loop_m].vertex[0].y;
- z_m = sector1.triangle[loop_m].vertex[0].z;
- u_m = sector1.triangle[loop_m].vertex[0].u;
- v_m = sector1.triangle[loop_m].vertex[0].v;
- glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
- x_m = sector1.triangle[loop_m].vertex[1].x;
- y_m = sector1.triangle[loop_m].vertex[1].y;
- z_m = sector1.triangle[loop_m].vertex[1].z;
- u_m = sector1.triangle[loop_m].vertex[1].u;
- v_m = sector1.triangle[loop_m].vertex[1].v;
- glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
- x_m = sector1.triangle[loop_m].vertex[2].x;
- y_m = sector1.triangle[loop_m].vertex[2].y;
- z_m = sector1.triangle[loop_m].vertex[2].z;
- u_m = sector1.triangle[loop_m].vertex[2].u;
- v_m = sector1.triangle[loop_m].vertex[2].v;
- glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
- glEnd();*/
- //glBegin(GL_TRIANGLES)
- //glNormal3f(0.0f, 0.0f, 1.0f);
- //glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
- DrawCircle(vertexList[loop_m].x, vertexList[loop_m].y, vertexList[loop_m].z, 0.005f,3);
- }
- return TRUE; // Everything is ok!
- }
- GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
- {
- if (fullscreen) // Are We In Fullscreen Mode?
- {
- ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
- ShowCursor(TRUE); // Show Mouse Pointer
- }
- if (hRC) // Do We Have A Rendering Context?
- {
- if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
- {
- MessageBox(NULL,L"Release Of DC And RC Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- }
- if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
- {
- MessageBox(NULL,L"Release Rendering Context Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- }
- hRC=NULL; // Set RC To NULL
- }
- if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
- {
- MessageBox(NULL,L"Release Device Context Failed.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- hDC=NULL; // Set DC To NULL
- }
- if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
- {
- MessageBox(NULL,L"Could Not Release hWnd.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- hWnd=NULL; // Set hWnd To NULL
- }
- if (!UnregisterClass(L"OpenGL",hInstance)) // Are We Able To Unregister Class
- {
- MessageBox(NULL,L"Could Not Unregister Class.",L"SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- hInstance=NULL; // Set hInstance To NULL
- }
- }
- /* This Code Creates Our OpenGL Window. Parameters Are: *
- * title - Title To Appear At The Top Of The Window *
- * width - Width Of The GL Window Or Fullscreen Mode *
- * height - Height Of The GL Window Or Fullscreen Mode *
- * bits - Number Of Bits To Use For Color (8/16/24/32) *
- * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
- BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
- {
- GLuint PixelFormat; // Holds The Results After Searching For A Match
- WNDCLASS wc; // Windows Class Structure
- DWORD dwExStyle; // Window Extended Style
- DWORD dwStyle; // Window Style
- RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
- WindowRect.left=(long)0; // Set Left Value To 0
- WindowRect.right=(long)width; // Set Right Value To Requested Width
- WindowRect.top=(long)0; // Set Top Value To 0
- WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
- fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
- hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
- wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
- wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
- wc.cbClsExtra = 0; // No Extra Window Data
- wc.cbWndExtra = 0; // No Extra Window Data
- wc.hInstance = hInstance; // Set The Instance
- wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
- wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
- wc.hbrBackground = NULL; // No Background Required For GL
- wc.lpszMenuName = NULL; // We Don't Want A Menu
- wc.lpszClassName = L"OpenGL"; // Set The Class Name
- if (!RegisterClass(&wc)) // Attempt To Register The Window Class
- {
- MessageBox(NULL,L"Failed To Register The Window Class.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- if (fullscreen) // Attempt Fullscreen Mode?
- {
- DEVMODE dmScreenSettings; // Device Mode
- memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
- dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
- dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
- dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
- dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
- dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
- // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
- if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
- {
- // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
- if (MessageBox(NULL,L"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?",L"NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
- {
- fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
- }
- else
- {
- // Pop Up A Message Box Letting User Know The Program Is Closing.
- MessageBox(NULL,L"Program Will Now Close.",L"ERROR",MB_OK|MB_ICONSTOP);
- return FALSE; // Return FALSE
- }
- }
- }
- if (fullscreen) // Are We Still In Fullscreen Mode?
- {
- dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
- dwStyle=WS_POPUP; // Windows Style
- ShowCursor(FALSE); // Hide Mouse Pointer
- }
- else
- {
- dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
- dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
- }
- AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
- // Create The Window
- if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
- L"OpenGL", // Class Name
- L"Title", // Window Title
- dwStyle | // Defined Window Style
- WS_CLIPSIBLINGS | // Required Window Style
- WS_CLIPCHILDREN, // Required Window Style
- 0, 0, // Window Position
- WindowRect.right-WindowRect.left, // Calculate Window Width
- WindowRect.bottom-WindowRect.top, // Calculate Window Height
- NULL, // No Parent Window
- NULL, // No Menu
- hInstance, // Instance
- NULL))) // Dont Pass Anything To WM_CREATE
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Window Creation Error.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- static 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
- bits, // 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(hWnd))) // Did We Get A Device Context?
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Can't Create A GL Device Context.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Can't Find A Suitable PixelFormat.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Can't Set The PixelFormat.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Can't Create A GL Rendering Context.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Can't Activate The GL Rendering Context.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- ShowWindow(hWnd,SW_SHOW); // Show The Window
- SetForegroundWindow(hWnd); // Slightly Higher Priority
- SetFocus(hWnd); // Sets Keyboard Focus To The Window
- ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
- if (!InitGL()) // Initialize Our Newly Created GL Window
- {
- KillGLWindow(); // Reset The Display
- MessageBox(NULL,L"Initialization Failed.",L"ERROR",MB_OK|MB_ICONEXCLAMATION);
- return FALSE; // Return FALSE
- }
- return TRUE; // Success
- }
- LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
- UINT uMsg, // Message For This Window
- WPARAM wParam, // Additional Message Information
- LPARAM lParam) // Additional Message Information
- {
- switch (uMsg) // Check For Windows Messages
- {
- case WM_ACTIVATE: // Watch For Window Activate Message
- {
- if (!HIWORD(wParam)) // Check Minimization State
- {
- active=TRUE; // Program Is Active
- }
- else
- {
- active=FALSE; // Program Is No Longer Active
- }
- return 0; // Return To The Message Loop
- }
- case WM_SYSCOMMAND: // Intercept System Commands
- {
- switch (wParam) // Check System Calls
- {
- case SC_SCREENSAVE: // Screensaver Trying To Start?
- case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
- return 0; // Prevent From Happening
- }
- break; // Exit
- }
- case WM_CLOSE: // Did We Receive A Close Message?
- {
- PostQuitMessage(0); // Send A Quit Message
- return 0; // Jump Back
- }
- case WM_KEYDOWN: // Is A Key Being Held Down?
- {
- GetKeyboardState(keys);
- //keys[wParam] = TRUE; // If So, Mark It As TRUE
- return 0; // Jump Back
- }
- case WM_KEYUP: // Has A Key Been Released?
- {
- keys[wParam] = FALSE; // If So, Mark It As FALSE
- KeyPressed(wParam);
- return 0; // Jump Back
- }
- case WM_SIZE: // Resize The OpenGL Window
- {
- ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
- return 0; // Jump Back
- }
- case WM_MOUSEMOVE:
- {
- //ProcessMouseSpeed(hWnd,uMsg,wParam,lParam);
- }
- default:
- ProcessMouseSpeed(hWnd,uMsg,wParam,lParam);
- }
- // Pass All Unhandled Messages To DefWindowProc
- return DefWindowProc(hWnd,uMsg,wParam,lParam);
- }
- int WINAPI WinMain( HINSTANCE hInstance, // Instance
- HINSTANCE hPrevInstance, // Previous Instance
- LPSTR lpCmdLine, // Command Line Parameters
- int nCmdShow) // Window Show State
- {
- MSG msg; // Windows Message Structure
- BOOL done=FALSE; // Bool Variable To Exit Loop
- // Ask The User Which Screen Mode They Prefer
- if (MessageBox(NULL,L"Would You Like To Run In Fullscreen Mode?", L"Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
- {
- fullscreen=FALSE; // Windowed Mode
- }
- // Create Our OpenGL Window
- if (!CreateGLWindow("NeHe's OpenGL Framework",1280,960,16,fullscreen))
- {
- return 0; // Quit If Window Was Not Created
- }
- while(!done) // Loop That Runs While done=FALSE
- {
- if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
- {
- if (msg.message==WM_QUIT) // Have We Received A Quit Message?
- {
- done=TRUE; // If So done=TRUE
- }
- else // If Not, Deal With Window Messages
- {
- TranslateMessage(&msg); // Translate The Message
- DispatchMessage(&msg); // Dispatch The Message
- }
- }
- else // If There Are No Messages
- {
- // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
- if (active) // Program Active?
- {
- if (keys[VK_ESCAPE]) // Was ESC Pressed?
- {
- done=TRUE; // ESC Signalled A Quit
- }
- else // Not Time To Quit, Update Screen
- {
- DrawGLScene(); // Draw The Scene
- SwapBuffers(hDC); // Swap Buffers (Double Buffering)
- }
- }
- if (keys[VK_F1]) // Is F1 Being Pressed?
- {
- keys[VK_F1]=FALSE; // If So Make Key FALSE
- KillGLWindow(); // Kill Our Current Window
- fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
- // Recreate Our OpenGL Window
- if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
- {
- return 0; // Quit If Window Was Not Created
- }
- }
- }
- }
- // Shutdown
- KillGLWindow(); // Kill The Window
- return (msg.wParam); // Exit The Program
- }
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