OpenGL problem

Started by
4 comments, last by 3dmodelerguy 20 years ago
here is my source code that is working:

#include <windows.h>							
#include <gl\gl.h>								
#include <gl\glu.h>								
#include <gl\glaux.h>	
#include <string>

using namespace std;							

HGLRC           hRC=NULL;							
HDC             hDC=NULL;						
HWND            hWnd=NULL;						
HINSTANCE       hInstance;						

bool	keys[256];							
bool	active=TRUE;								
bool	fullscreen=TRUE;

class GLTriangle
{

	public:
		
		GLTriangle();
		void CreateGLTriangle( float, float, float, float, float, float, float, float, float);
		void DisplayGLTriangle();

	private:

		float point1x;
		float point1y;
		float point1z;
		float point2x;
		float point2y;
		float point2z;
		float point3x;
		float point3y;
		float point3z;

};

void GLTriangle::DisplayGLTriangle()
{

	glBegin(GL_TRIANGLES);		
		glVertex3f( point1x, point1y, point1z);
		glVertex3f( point2x, point2y, point2z);
		glVertex3f( point3x, point3y, point3z);
	glEnd();

}

void GLTriangle::CreateGLTriangle(float a, float b, float c, float d, float e, float f, float g, float h, float i)
{
	
	point1x = a;
	point1y = b;
	point1z = c;
	point2x = d;
	point2y = e;
	point2z = f;
	point3x = g;
	point3y = h;
	point3z = i;		
	
}

GLTriangle::GLTriangle()
{
	
	point1x = 0.0;
	point1y = 0.0;
	point1z = 0.0;
	point2x = 0.0;
	point2y = 0.0;
	point2z = 0.0;
	point3x = 0.0;
	point3y = 0.0;
	point3z = 0.0;
	
}

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProc


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

}

int InitGL(GLvoid)								// All Setup For OpenGL Goes Here

{
	glShadeModel(GL_SMOOTH);						// Enables Smooth Shading


	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);					// Black Background


	glClearDepth(1.0f);							// Depth Buffer Setup

	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing

	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Test To Do


	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);			// Really Nice Perspective Calculations


	return TRUE;								// Initialization Went OK

}

int DrawGLScene(GLvoid)								// Here''s Where We Do All The Drawing

{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear The Screen And The Depth Buffer

	glLoadIdentity();

	GLTriangle test;

	glTranslatef(-1.5f,0.0f,-6.0f);
	
	test.CreateGLTriangle( 0.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0, -1.0, 0.0);
	test.DisplayGLTriangle();
	return TRUE;								// Everything Went 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,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))					// Are We Able To Delete The RC?

		{

			MessageBox(NULL,"Release Rendering Context Failed.","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,"Release Device Context Failed.","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,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;							// Set hWnd To NULL

	}

	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class

	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;							// Set hInstance To NULL

	}
}

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 Move, 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	= "OpenGL";					// Set The Class Name


	if (!RegisterClass(&wc))						// Attempt To Register The Window Class

	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Exit And 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 Run In A Window.

			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{

				fullscreen=FALSE;				// Select Windowed Mode (Fullscreen=FALSE)

			}
			else
			{

				// Pop Up A Message Box Letting User Know The Program Is Closing.

				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;					// Exit And 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


	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window

					"OpenGL",				// Class Name

					title,					// Window Title

					WS_CLIPSIBLINGS |			// Required Window Style

					WS_CLIPCHILDREN |			// Required Window Style

					dwStyle,				// Selected Window Style

					0, 0,					// Window Position

					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width

					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height

					NULL,					// No Parent Window

					NULL,					// No Menu

					hInstance,				// Instance

					NULL)))					// Don''t Pass Anything To WM_CREATE


	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Window Creation Error.","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,"Can''t Create A GL Device Context.","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,"Can''t Find A Suitable PixelFormat.","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,"Can''t Set The PixelFormat.","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,"Can''t Create A GL Rendering Context.","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,"Can''t Activate The GL Rendering Context.","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,"Initialization Failed.","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?

		{
			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

			return 0;						// Jump Back

		}

		case WM_SIZE:							// Resize The OpenGL Window

		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height

			return 0;						// Jump Back

		}
	}

	// 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,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;						// Windowed Mode

	}

	// Create Our OpenGL Window

	if (!CreateGLWindow("NeHe''s OpenGL Framework",640,480,16,fullscreen))
	{
		return 0;							// Quit If Window Was Not Created

	}

	while(!done)								// Loop That Runs Until done=TRUE

	{

		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

}
and here is what is not working:

#include <windows.h>							
#include <gl\gl.h>								
#include <gl\glu.h>								
#include <gl\glaux.h>	
#include <string>

using namespace std;							

HGLRC           hRC=NULL;							
HDC             hDC=NULL;						
HWND            hWnd=NULL;						
HINSTANCE       hInstance;						

bool	keys[256];							
bool	active=TRUE;								
bool	fullscreen=TRUE;

class GLTriangle
{

	public:
		
		GLTriangle();
		void CreateGLTriangle( float, float, float, float, float, float, float, float, float);
		void DisplayGLTriangle();

	private:

		float point1x;
		float point1y;
		float point1z;
		float point2x;
		float point2y;
		float point2z;
		float point3x;
		float point3y;
		float point3z;
		double colorvertex[ 3 ];

};

void GLTriangle::DisplayGLTriangle()
{

	glBegin(GL_TRIANGLES);		
		glVertex3f( point1x, point1y, point1z);
		glVertex3f( point2x, point2y, point2z);
		glVertex3f( point3x, point3y, point3z);
	glEnd();

}

void GLTriangle::CreateGLTriangle(float a, float b, float c, float d, float e, float f, float g, float h, float i)
{
	
	point1x = a;
	point1y = b;
	point1z = c;
	point2x = d;
	point2y = e;
	point2z = f;
	point3x = g;
	point3y = h;
	point3z = i;		
	
}

GLTriangle::GLTriangle()
{
	
	point1x = 0.0;
	point1y = 0.0;
	point1z = 0.0;
	point2x = 0.0;
	point2y = 0.0;
	point2z = 0.0;
	point3x = 0.0;
	point3y = 0.0;
	point3z = 0.0;
	colorvertex[ 3 ] = ( 0, 0, 0 );
	
}

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);				// Declaration For WndProc


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

}

int InitGL(GLvoid)								// All Setup For OpenGL Goes Here

{
	glShadeModel(GL_SMOOTH);						// Enables Smooth Shading


	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);					// Black Background


	glClearDepth(1.0f);							// Depth Buffer Setup

	glEnable(GL_DEPTH_TEST);						// Enables Depth Testing

	glDepthFunc(GL_LEQUAL);							// The Type Of Depth Test To Do


	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);			// Really Nice Perspective Calculations


	return TRUE;								// Initialization Went OK

}

int DrawGLScene(GLvoid)								// Here''s Where We Do All The Drawing

{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear The Screen And The Depth Buffer

	glLoadIdentity();

	GLTriangle test;

	glTranslatef(-1.5f,0.0f,-6.0f);
	
	test.CreateGLTriangle( 0.0, 1.0, 0.0, -1.0,-1.0, 0.0, 1.0, -1.0, 0.0);
	test.DisplayGLTriangle();
	return TRUE;								// Everything Went 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,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		}

		if (!wglDeleteContext(hRC))					// Are We Able To Delete The RC?

		{

			MessageBox(NULL,"Release Rendering Context Failed.","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,"Release Device Context Failed.","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,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hWnd=NULL;							// Set hWnd To NULL

	}

	if (!UnregisterClass("OpenGL",hInstance))				// Are We Able To Unregister Class

	{
		MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
		hInstance=NULL;							// Set hInstance To NULL

	}
}

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 Move, 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	= "OpenGL";					// Set The Class Name


	if (!RegisterClass(&wc))						// Attempt To Register The Window Class

	{
		MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
		return FALSE;							// Exit And 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 Run In A Window.

			if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
			{

				fullscreen=FALSE;				// Select Windowed Mode (Fullscreen=FALSE)

			}
			else
			{

				// Pop Up A Message Box Letting User Know The Program Is Closing.

				MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
				return FALSE;					// Exit And 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


	if (!(hWnd=CreateWindowEx(	dwExStyle,				// Extended Style For The Window

					"OpenGL",				// Class Name

					title,					// Window Title

					WS_CLIPSIBLINGS |			// Required Window Style

					WS_CLIPCHILDREN |			// Required Window Style

					dwStyle,				// Selected Window Style

					0, 0,					// Window Position

					WindowRect.right-WindowRect.left,	// Calculate Adjusted Window Width

					WindowRect.bottom-WindowRect.top,	// Calculate Adjusted Window Height

					NULL,					// No Parent Window

					NULL,					// No Menu

					hInstance,				// Instance

					NULL)))					// Don''t Pass Anything To WM_CREATE


	{
		KillGLWindow();							// Reset The Display

		MessageBox(NULL,"Window Creation Error.","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,"Can''t Create A GL Device Context.","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,"Can''t Find A Suitable PixelFormat.","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,"Can''t Set The PixelFormat.","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,"Can''t Create A GL Rendering Context.","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,"Can''t Activate The GL Rendering Context.","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,"Initialization Failed.","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?

		{
			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

			return 0;						// Jump Back

		}

		case WM_SIZE:							// Resize The OpenGL Window

		{
			ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));		// LoWord=Width, HiWord=Height

			return 0;						// Jump Back

		}
	}

	// 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,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
	{
		fullscreen=FALSE;						// Windowed Mode

	}

	// Create Our OpenGL Window

	if (!CreateGLWindow("NeHe''s OpenGL Framework",640,480,16,fullscreen))
	{
		return 0;							// Quit If Window Was Not Created

	}

	while(!done)								// Loop That Runs Until done=TRUE

	{

		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

}
the second one compile but when i run in, windows say i can''t a error. the only thing that is different is the there is double colorvertex[ 3 ] and colorvertex[ 3 ] = ( 0, 0, 0 ); in class GLTriangle. when I take those two out and run it the triangle comes up and not windows error message. someone please help me.
Advertisement
colorvertex[ 3 ] = ( 0, 0, 0 );

This statement above puts 0 to colorvertex[3], but you haven´t allocated space for colorvertex[3], only for 0, 1 and 2.. so it puts that 0 to some other address that´s used by some other variable and that´s why the error..

You should put it like this:

colorvertex[0] = 0;
colorvertex[1] = 0;
colorvertex[2] = 0;

That way you are trying to put those values is not legal..


[edited by - Mkk on March 26, 2004 2:34:25 PM]
I forgot that, I though I was do the for all them, thanks.

ps. is there any way to assign all of the elements of array colorvertex in one line of code?
"ps. is there any way to assign all of the elements of array colorvertex in one line of code? "

Nope :I

It is possible if you were initializing the array or if you make a function that returns the values of all of the elements. Like so:

int * GetArray( int a, int b, int c ){   int * retArray = new int[3];// or retArray = (int*)calloc( 3, sizeof(int) ); if you''re used to C   retArray[0] = a;   retArray[1] = b;   retArray[2] = c;   return(retArray);}int main(void){   int * colorArray = GetArray( 255, 0, 0 ); // get red}
Learn some more C/C++ before you go indepth with graphics.

This topic is closed to new replies.

Advertisement