[
#include <windows.h> // Header File For Windows
#include <gl\glut.h> // Header File For The GLu32 Library
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <fstream.h>
#include <stdlib.h>
#include <math.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
GLuint g_textureID = -1;
bool 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 ID_TIMER 1
bool Attenuate = FALSE;
float xRot = -30, yRot=0, increment=1;
float yAngLig = 0, radius1 = 10.0, radius2 = 10.0, Ang=0;
int Widths[] = { 640, 800, 1024, 1280, 1600, 1680 };
int Heights[] = { 480, 600, 768, 800, 1200, 1050 };
float light0_position[] = { .0, 2.0, 0.0, 1.0 };
float light0_color[] = { 1.0, 0.0, 0.0, 1.0 };
float light1_position[] = { 0.0, 2.0, 0.0, 1.0 };
float light1_color[] = { 0.0, 1.0, 0, 1.0 };
float light2_position[] = { 0.0, 2.0, 0.0, 1.0 };
float light2_color[] = { 0.0, 0.0, 1.0, 1.0 };
int choice;
struct Vertex
{
// GL_T2F_V3F
float tu, tv;
float x, y, z;
};
Vertex g_quadVertices[] =
{
{ 0.0f,0.0f, -1.0f,-1.0f, 0.0f },
{ 1.0f,0.0f, 1.0f,-1.0f, 0.0f },
{ 1.0f,1.0f, 1.0f, 1.0f, 0.0f },
{ 0.0f,1.0f, -1.0f, 1.0f, 0.0f }
};
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
int get_Res_Choice()
{
// ifstream infile("Res_Choice.txt");
// infile >> choice;
choice=3;
return choice;
}
int Set_Width()
{
get_Res_Choice();
int SCR_WIDTH = Widths[get_Res_Choice()];
return SCR_WIDTH;
}
int Set_Height()
{
get_Res_Choice();
int SCR_HEIGHT = Heights[get_Res_Choice()];
return SCR_HEIGHT;
}
void loadTexture(void)
{
AUX_RGBImageRec *pTextureImage = auxDIBImageLoad( "woodfloor.bmp" );
if( pTextureImage != NULL )
{
glGenTextures( 1, &g_textureID );
glBindTexture( GL_TEXTURE_2D, g_textureID );
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, 3, pTextureImage->sizeX, pTextureImage->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, pTextureImage->data );
}
if( pTextureImage )
{
if( pTextureImage->data )
free( pTextureImage->data );
free( pTextureImage );
}
}
void Update_Light_Positions()
{
light0_position[0] = radius1 * cos(yAngLig);
light0_position[2] = radius2 * sin(yAngLig);
light1_position[0] = radius1 * cos(yAngLig/2);
light1_position[2] = radius2 * sin(yAngLig/2);
light2_position[0] = radius1 * cos(yAngLig/4);
light2_position[2] = radius2 * sin(yAngLig/4);
yAngLig+=0.02;
}
void BP_Draw_Light0()
{
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color);
if(Attenuate==TRUE)
{
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1);
}
glDisable(GL_LIGHTING);
glColor3fv(light0_color );
glTranslatef(light0_position[0], light0_position[1], light0_position[2]);
glutSolidSphere(0.2, 8, 8);
glTranslatef(-light0_position[0], -light0_position[1], -light0_position[2]);
glEnable(GL_LIGHTING);
}
void BP_Draw_Light1()
{
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color);
if(Attenuate==TRUE)
{
glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.1);
}
glDisable(GL_LIGHTING);
glColor3fv(light1_color);
glTranslatef(light1_position[0], light1_position[1], light1_position[2]);
glutSolidSphere(0.2, 8, 8);
glTranslatef(-light1_position[0], -light1_position[1], -light1_position[2]);
glEnable(GL_LIGHTING);
}
void BP_Draw_Light2()
{
glEnable(GL_LIGHT2);
glLightfv(GL_LIGHT2, GL_POSITION, light2_position);
glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_color);
if(Attenuate==TRUE)
{
glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.1);
glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.1);
}
glDisable(GL_LIGHTING);
glColor3fv(light2_color);
glTranslatef(light2_position[0], light2_position[1], light2_position[2]);
glutSolidSphere(0.2, 8, 8);
glTranslatef(-light2_position[0], -light2_position[1], -light2_position[2]);
glEnable(GL_LIGHTING);
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid)
{
// loadTexture();
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return TRUE;
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 20, 50, 0, 0, 0, 0, 1, 0);
glRotatef(yRot, 1, 0, 0);
glRotatef(xRot, 0, 1, 0);
BP_Draw_Light0();
BP_Draw_Light1();
BP_Draw_Light2();
glScalef(10, 10, 10);
glBindTexture( GL_TEXTURE_2D, g_textureID );
glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices );
glDrawArrays( GL_QUADS, 0, 4 );
return TRUE;
}
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
}
}
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 = "OpenGL"; // Set The Class Name
RegisterClass(&wc);
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;
ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN);
}
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
"OpenGL", // Class Name
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,"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
};
hDC=GetDC(hWnd);
PixelFormat=ChoosePixelFormat(hDC,&pfd);
SetPixelFormat(hDC,PixelFormat,&pfd);
hRC=wglCreateContext(hDC);
wglMakeCurrent(hDC,hRC);
ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
InitGL();
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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
{
SetTimer (hWnd, ID_TIMER, 10, NULL) ;
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_TIMER:
{
case ID_TIMER:
{
if(GetAsyncKeyState(VK_UP))
yRot-=increment;
if(GetAsyncKeyState(VK_DOWN))
yRot+=increment;
if(GetAsyncKeyState(VK_LEFT))
xRot-=increment;
if(GetAsyncKeyState(VK_RIGHT))
xRot+=increment;
Update_Light_Positions();
}
break;
}
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
// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's OpenGL Framework", Set_Width(), Set_Height(), 32, 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)
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
]
unresolved external symbol _auxDIBImageLoadA@4
having this problem for a while now.
here's the code.
[Edited by - basudev1311 on August 11, 2006 8:17:33 AM]
sorry about the long code.
don't know how to do that code in a scroll box thing.
/*DONE*/
[Edited by - basudev1311 on August 11, 2006 8:59:40 AM]
don't know how to do that code in a scroll box thing.
/*DONE*/
[Edited by - basudev1311 on August 11, 2006 8:59:40 AM]
Posting of source code is covered in the FAQ.
As you your problem you either want to link glaux.lib to your project or, better, replace the bitmap loading code with the glaux replacement code from the NeHe site.
Σnigma
As you your problem you either want to link glaux.lib to your project or, better, replace the bitmap loading code with the glaux replacement code from the NeHe site.
Σnigma
Thanx a lot.
I finally managed to get something textured. Really Happy.
But it runs quite slow. I think i'm really missing something.
I finally managed to get something textured. Really Happy.
But it runs quite slow. I think i'm really missing something.
#include <windows.h> // Header File For Windows#include <gl\glut.h> // Header File For The GLu32 Library#include <gl\gl.h>#include <gl\glu.h>#include <gl\glaux.h>#include <fstream.h>#include <stdlib.h>#include <math.h>HDC hDC=NULL; // Private GDI Device ContextHGLRC hRC=NULL; // Permanent Rendering ContextHWND hWnd=NULL; // Holds Our Window HandleHINSTANCE hInstance; // Holds The Instance Of The ApplicationGLuint texture[1]; bool keys[256]; // Array Used For The Keyboard Routinebool active=TRUE; // Window Active Flag Set To TRUE By Defaultbool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default#define ID_TIMER 1bool Attenuate = FALSE;float xRot = -30, yRot=0, increment=1;float yAngLig = 0, radius1 = 10.0, radius2 = 10.0, Ang=0;int Widths[] = { 640, 800, 1024, 1280, 1600, 1680 };int Heights[] = { 480, 600, 768, 800, 1200, 1050 };float light0_position[] = { .0, 2.0, 0.0, 1.0 };float light0_color[] = { 1.0, 0.0, 0.0, 1.0 };float light1_position[] = { 0.0, 2.0, 0.0, 1.0 };float light1_color[] = { 0.0, 1.0, 0, 1.0 };float light2_position[] = { 0.0, 2.0, 0.0, 1.0 };float light2_color[] = { 0.0, 0.0, 1.0, 1.0 };int choice;struct Vertex{ // GL_T2F_V3F float tu, tv; float x, y, z;};Vertex g_quadVertices[] ={ { 0.0f,0.0f, -1.0f,-1.0f, 0.0f }, { 1.0f,0.0f, 1.0f,-1.0f, 0.0f }, { 1.0f,1.0f, 1.0f, 1.0f, 0.0f }, { 0.0f,1.0f, -1.0f, 1.0f, 0.0f }};LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcint get_Res_Choice(){// ifstream infile("Res_Choice.txt");// infile >> choice; choice=3; return choice;}int Set_Width(){ get_Res_Choice(); int SCR_WIDTH = Widths[get_Res_Choice()]; return SCR_WIDTH;}int Set_Height(){ get_Res_Choice(); int SCR_HEIGHT = Heights[get_Res_Choice()]; return SCR_HEIGHT;}bool NeHeLoadBitmap(LPTSTR szFileName, GLuint &texid) // Creates Texture From A Bitmap File{ HBITMAP hBMP; // Handle Of The Bitmap BITMAP BMP; // Bitmap Structure glGenTextures(1, &texid); // Create The Texture hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE ); if (!hBMP) // Does The Bitmap Exist? return FALSE; // If Not Return False GetObject(hBMP, sizeof(BMP), &BMP); // Get The Object // hBMP: Handle To Graphics Object // sizeof(BMP): Size Of Buffer For Object Information // &BMP: Buffer For Object Information glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // Pixel Storage Mode (Word Alignment / 4 Bytes) // Typical Texture Generation Using Data From The Bitmap glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Linear Min Filter glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // Linear Mag Filter glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits); DeleteObject(hBMP); // Delete The Object return TRUE; // Loading Was Successful}void Update_Light_Positions(){ light0_position[0] = radius1 * cos(yAngLig); light0_position[2] = radius2 * sin(yAngLig); light1_position[0] = radius1 * cos(yAngLig/2); light1_position[2] = radius2 * sin(yAngLig/2); light2_position[0] = radius1 * cos(yAngLig/4); light2_position[2] = radius2 * sin(yAngLig/4); yAngLig+=0.02;}void BP_Draw_Light0(){ glEnable(GL_LIGHT0); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_color); if(Attenuate==TRUE) { glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.1); glLightf(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, 0.1); } glDisable(GL_LIGHTING); glColor3fv(light0_color ); glTranslatef(light0_position[0], light0_position[1], light0_position[2]); glutSolidSphere(0.2, 8, 8); glTranslatef(-light0_position[0], -light0_position[1], -light0_position[2]); glEnable(GL_LIGHTING);}void BP_Draw_Light1(){ glEnable(GL_LIGHT1); glLightfv(GL_LIGHT1, GL_POSITION, light1_position); glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_color); if(Attenuate==TRUE) { glLightf(GL_LIGHT1, GL_CONSTANT_ATTENUATION, 0.1); glLightf(GL_LIGHT1, GL_LINEAR_ATTENUATION, 0.1); glLightf(GL_LIGHT1, GL_QUADRATIC_ATTENUATION, 0.1); } glDisable(GL_LIGHTING); glColor3fv(light1_color); glTranslatef(light1_position[0], light1_position[1], light1_position[2]); glutSolidSphere(0.2, 8, 8); glTranslatef(-light1_position[0], -light1_position[1], -light1_position[2]); glEnable(GL_LIGHTING);}void BP_Draw_Light2(){ glEnable(GL_LIGHT2); glLightfv(GL_LIGHT2, GL_POSITION, light2_position); glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_color); if(Attenuate==TRUE) { glLightf(GL_LIGHT2, GL_CONSTANT_ATTENUATION, 0.1); glLightf(GL_LIGHT2, GL_LINEAR_ATTENUATION, 0.1); glLightf(GL_LIGHT2, GL_QUADRATIC_ATTENUATION, 0.1); } glDisable(GL_LIGHTING); glColor3fv(light2_color); glTranslatef(light2_position[0], light2_position[1], light2_position[2]); glutSolidSphere(0.2, 8, 8); glTranslatef(-light2_position[0], -light2_position[1], -light2_position[2]); glEnable(GL_LIGHTING);}GLvoid ReSizeGLScene(GLsizei width, GLsizei height){ glViewport(0,0,width,height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity();}int InitGL(GLvoid){ NeHeLoadBitmap("woodfloor.bmp", texture[0]); glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE);// glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return TRUE;}int DrawGLScene(GLvoid){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(0, 20, 50, 0, 0, 0, 0, 1, 0); glRotatef(yRot, 1, 0, 0); glRotatef(xRot, 0, 1, 0); glScalef(10, 10, 10); glBindTexture( GL_TEXTURE_2D, texture[0] ); glInterleavedArrays( GL_T2F_V3F, 0, g_quadVertices ); glDrawArrays( GL_QUADS, 0, 4 ); return TRUE;}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 }}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 = "OpenGL"; // Set The Class Name RegisterClass(&wc); 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; ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN); } 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 "OpenGL", // Class Name 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,"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 }; hDC=GetDC(hWnd); PixelFormat=ChoosePixelFormat(hDC,&pfd); SetPixelFormat(hDC,PixelFormat,&pfd); hRC=wglCreateContext(hDC); wglMakeCurrent(hDC,hRC); ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window InitGL(); ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen 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 { SetTimer (hWnd, ID_TIMER, 10, NULL) ; 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_TIMER: { case ID_TIMER: { if(GetAsyncKeyState(VK_UP)) yRot-=increment; if(GetAsyncKeyState(VK_DOWN)) yRot+=increment; if(GetAsyncKeyState(VK_LEFT)) xRot-=increment; if(GetAsyncKeyState(VK_RIGHT)) xRot+=increment; Update_Light_Positions(); } break; } 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 // Create Our OpenGL Window if (!CreateGLWindow("NeHe's OpenGL Framework", Set_Width(), Set_Height(), 32, 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) } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program}
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