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ikth7

Improved lesson 19

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I'm currently making a modified version of the lesson 19 tutorial. http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=19 I've got it set up to do a couple different kinds of particle systems, but the 3d version is throwing me off. I currently have it set up to emit little 3d cubes, but in order to show off the 3d I want them to rotate as they move away from the emitter. However, when I add the code to rotate I can't figure out where it needs to go or what values need to be in it to make the rotatation work properly. currently it just seems to be rotating the emitter instead of the particles. I also plan on adding multiple emitters and perhaps a way to control MAX_PARTICLES, but I'll get to that later. My code is a bit long now, so I'll only post the part in question unless someone requests the rest. Any ideas? int Status=FALSE; // Status Indicator AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL if (TextureImage[0]=LoadBMP("Data/blank.bmp")) // Load Particle Texture { Status=TRUE; // Set The Status To TRUE glGenTextures(1, &texture[0]); // Create One Texture glBindTexture(GL_TEXTURE_2D, texture[0]); 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); } 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 } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The ModelView Matrix for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles { if (particle[loop].active) // If The Particle Is Active { float x=particle[loop].x; // Grab Our Particle X Position float y=particle[loop].y; // Grab Our Particle Y Position float z=particle[loop].z+zoom; // Particle Z Pos + Zoom // Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life); glRotatef(0.3f,1.0f,0.0f,0.0f); // Rotate On The X Axis glRotatef(0.2f,0.0f,1.0f,0.0f); // Rotate On The Y Axis glRotatef(0.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis glBegin(GL_QUADS); // Draw A Quad // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad glEnd(); // Done Drawing The Quad particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade' if (particle[loop].life<0.0f) // If Particle Is Burned Out { particle[loop].life=1.0f; // Give It New Life particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Value particle[loop].x=0.0f; // Center On X Axis particle[loop].y=0.0f; // Center On Y Axis particle[loop].z=0.0f; // Center On Z Axis particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction particle[loop].r=colors[col][0]; // Select Red From Color Table particle[loop].g=colors[col][1]; // Select Green From Color Table particle[loop].b=colors[col][2]; // Select Blue From Color Table } // If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f; // If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f; // If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f; // If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f; if (keys[VK_TAB]) // Tab Key Causes A Burst { particle[loop].x=0.0f; // Center On X Axis particle[loop].y=0.0f; // Center On Y Axis particle[loop].z=0.0f; // Center On Z Axis particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis } } }

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When you draw a particle, use
glPushMatrix();
glRotatef(......); // rotate/move/scale the particle here

... rendering of individual particle ...

glPopMatrix();







This will make a copy of the current matrix and place it on a stack so that it doesn't affect ALL objects in the scene - only what is to be rendered. After the rendering is complete, glPopMatrix will return the matrix back to how it was before you pushed it, minus the objects rendered before popping.

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Thanks! The idea of using push and pop like that seems familiar now that you mention it. I'm sure thats the way to do it, but it still didn't entirely work. Now it simply spits out cubes without rotating them. It's not rotating the emitter around like it was, but it isn't rotating the cubes either. Here's how it reads now.

glPushMatrix();
glRotatef(0.3f,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(0.2f,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(0.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis


glBegin(GL_QUADS); // Draw A Quad
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glEnd(); // Done Drawing The Quad

glPopMatrix();

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Oh by the way. How do you put code into the scroll box? That would be helpful so that I can just post the whole thing without taking too much room.

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Quote:
Original post by ikth7
glRotatef(0.3f,1.0f,0.0f,0.0f);						// Rotate On The X Axis
glRotatef(0.2f,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(0.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis


I believe that your first parameter to glRotatef should be a float that you increment every frame.

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Quote:
Original post by Kuraitou
Quote:
Original post by ikth7
glRotatef(0.3f,1.0f,0.0f,0.0f);						// Rotate On The X Axis
glRotatef(0.2f,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(0.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis


I believe that your first parameter to glRotatef should be a float that you increment every frame.


It's already a float isn't it? Isn't that what the x.xf format means? So other than that, how would I go about doing it frame by frame? Anyway here is all of the code so that people can test it. Just make sure if you do you go find some textures for it.


#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library

#define MAX_PARTICLES 1000 // Number Of Particles To Create

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

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
bool rainbow=true; // Rainbow Mode?
bool sp; // Spacebar Pressed?
bool rp; // Enter Key Pressed?
bool standard=true;
bool fire=false;
bool snow=false;
bool threeD=false;

float slowdown=2.0f; // Slow Down Particles
float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
float zspeed; // Base Z Speed (To Allow Keyboard Direction Of Tail)
float zoom=-40.0f; // Used To Zoom Out

GLuint loop; // Misc Loop Variable
GLuint col; // Current Color Selection
GLuint delay; // Rainbow Effect Delay
GLuint texture[1]; // Storage For Our Particle Texture

typedef struct // Create A Structure For Particle
{
bool active; // Active (Yes/No)
float life; // Particle Life
float fade; // Fade Speed
float r; // Red Value
float g; // Green Value
float b; // Blue Value
float x; // X Position
float y; // Y Position
float z; // Z Position
float xi; // X Direction
float yi; // Y Direction
float zi; // Z Direction
float xg; // X Gravity
float yg; // Y Gravity
float zg; // Z Gravity
}
particles; // Particles Structure

particles particle[MAX_PARTICLES]; // Particle Array (Room For Particle Info)

static GLfloat colors[12][3]= // Rainbow Of Colors
{
{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};

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

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 Bitmap And Convert To A Texture
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/particle.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

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,200.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}

glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f,0.0f,0.0f,0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
glEnable(GL_BLEND); // Enable Blending
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Type Of Blending To Perform
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // Really Nice Perspective Calculations
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // Really Nice Point Smoothing
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBindTexture(GL_TEXTURE_2D,texture[0]); // Select Our Texture

for (loop=0;loop<MAX_PARTICLES;loop++) // Initials All The Textures
{
particle[loop].active=true; // Make All The Particles Active
particle[loop].life=1.0f; // Give All The Particles Full Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Speed
particle[loop].r=colors[loop*(12/MAX_PARTICLES)][0]; // Select Red Rainbow Color
particle[loop].g=colors[loop*(12/MAX_PARTICLES)][1]; // Select Red Rainbow Color
particle[loop].b=colors[loop*(12/MAX_PARTICLES)][2]; // Select Red Rainbow Color
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
particle[loop].xg=0.0f; // Set Horizontal Pull To Zero
particle[loop].yg=-0.8f; // Set Vertical Pull Downward
particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
}

return TRUE; // Initialization Went OK
}

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

int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/particle.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix

for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip

particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;

if (keys[VK_TAB]) // Tab Key Causes A Burst
{
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
}
}
}
}

if(fire)
{

int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/fire.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix
for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip

particle[loop].x+=rand()%2*particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=rand()%2*particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.008f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;
}
}
}

if(snow)
{

int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/snow.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix
for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip

particle[loop].x+=rand()%3*particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.001f; // Random Fade Value
particle[loop].x=float(rand()%60-30); // Center On X Axis
particle[loop].y=20.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].xg=0.0;
particle[loop].yg=-0.8;
particle[loop].zg=0.0;
particle[loop].r=1; // Select Red From Color Table
particle[loop].g=1; // Select Green From Color Table
particle[loop].b=1; // Select Blue From Color Table
}
}
}
}
if(threeD)
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/blank.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix

for (loop=0;loop<MAX_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glPushMatrix();
glRotatef(0.3f,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(0.2f,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(0.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis


glBegin(GL_QUADS); // Draw A Quad
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glEnd(); // Done Drawing The Quad

glPopMatrix();

particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=zspeed+float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;

// If Number Pad 8 And Number Pad 2 And Z Gravity Is Less Than 1.5 Increase Pull Outwards
if (keys[VK_NUMPAD4] && keys[VK_NUMPAD6] && (particle[loop].zg<1.5f)) particle[loop].zg+=0.01f;

// If Number Pad 4 And Number Pad 6 And Z Gravity Is Greater Than -1.5 Increase Pull Inwards
if (keys[VK_NUMPAD8] && keys[VK_NUMPAD2] && (particle[loop].zg>-1.5f)) particle[loop].zg-=0.01f;


if (keys[VK_TAB]) // Tab Key Causes A Burst
{
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
}
}
}
}
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
}
}

/* 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 = "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; // 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,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","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,"Program Will Now Close.","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
"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
};

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 // Otherwise
{
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 Particle Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

if (fullscreen) // Are We In Fullscreen Mode
{
slowdown=1.0f; // If So, Speed Up The Particles (3dfx Issue)
}

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 && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)

if (keys[VK_ADD] && (slowdown>1.0f)) slowdown-=0.01f; // Speed Up Particles
if (keys[VK_SUBTRACT] && (slowdown<4.0f)) slowdown+=0.01f; // Slow Down Particles

if (keys[VK_PRIOR]) zoom+=0.1f; // Zoom In
if (keys[VK_NEXT]) zoom-=0.1f; // Zoom Out

if (keys[VK_RETURN] && !rp) // Return Key Pressed
{
rp=true; // Set Flag Telling Us It's Pressed
rainbow=!rainbow; // Toggle Rainbow Mode On / Off
}
if (!keys[VK_RETURN]) rp=false; // If Return Is Released Clear Flag

if ((keys[' '] && !sp) || (rainbow && (delay>25))) // Space Or Rainbow Mode
{
if (keys[' ']) rainbow=false; // If Spacebar Is Pressed Disable Rainbow Mode
sp=true; // Set Flag Telling Us Space Is Pressed
delay=0; // Reset The Rainbow Color Cycling Delay
col++; // Change The Particle Color
if (col>11) col=0; // If Color Is To High Reset It
}
if (!keys[' ']) sp=false; // If Spacebar Is Released Clear Flag

if(!snow)
{
// If Up Arrow And Y Speed Is Less Than 200 Increase Upward Speed
if (keys[VK_UP] && (yspeed<200)) yspeed+=1.0f;

// If Down Arrow And Y Speed Is Greater Than -200 Increase Downward Speed
if (keys[VK_DOWN] && (yspeed>-200)) yspeed-=1.0f;

// If Right Arrow And X Speed Is Less Than 200 Increase Speed To The Right
if (keys[VK_RIGHT] && (xspeed<200)) xspeed+=1.0f;

// If Left Arrow And X Speed Is Greater Than -200 Increase Speed To The Left
if (keys[VK_LEFT] && (xspeed>-200)) xspeed-=1.0f;
if(threeD)
{
// If Up and Down Arrow And Z Speed Is Greater Than 200 Increase Inward Speed
if (keys[VK_UP] && keys[VK_DOWN] && (zspeed>-200)) zspeed-=1.0f;

// If Right and Left Arrow And Z Speed Is Less Than 200 Increase Outward Speed
if (keys[VK_RIGHT] && keys[VK_LEFT] && (zspeed<200)) zspeed+=1.0f;
}
}

delay++; // Increase Rainbow Mode Color Cycling Delay Counter

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 Particle Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}

if (keys[VK_F2]) // Is F2 Being Pressed?
{
standard=true;
fire=false;
snow=false;
threeD=false;
}

if (keys[VK_F3]) // Is F3 Being Pressed?
{
standard=false;
fire=true;
snow=false;
threeD=false;
}

if (keys[VK_F4]) // Is F4 Being Pressed?
{
standard=false;
fire=false;
snow=true;
threeD=false;
}

if (keys[VK_F5]) // Is F5 Being Pressed?
{
standard=false;
fire=false;
snow=false;
threeD=true;
}

}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}



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I worded that wrong - what I mean is it needs to be a float variable that needs to be incremented. For example, in your particle struct, you would store the angle of rotation and rotate by that value, then increment it by an amount that you determine.


glPushMatrix();
glRotatef(particle.xRotAngle,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(particle.yRotAngle,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(particle.zRotAngle,0.0f,0.0f,1.0f); // Rotate On The Z Axis

particle.xRotAngle += 0.1f;
particle.yRotAngle += 0.1f;
particle.zRotAngle += 0.1f;

/* draw the particle */
glPopMatrix();




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Well it's getting closer. I've declared the variable GLfloat xrot in the typedef struct area and now the code looks like this


glPushMatrix();
glRotatef(particle[loop].xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis

glBegin(GL_QUADS); // Draw A Quad
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z-0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z-0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x+0.5f, y+0.5f, z+0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(x+0.5f, y-0.5f, z+0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z-0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(x-0.5f, y-0.5f, z+0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z+0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(x-0.5f, y+0.5f, z-0.5f); // Top Left Of The Texture and Quad
glEnd(); // Done Drawing The Quad

particle[loop].xrot+=0.3f;

glPopMatrix();



The rotation is much smoother now, but it's still rotating around the actual x-axis rather than the cube's x axis. I would I change that?

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First you need to push the matrix, then translate to the *world position* that you want to be the origin of the particle, then rotate. Your drawing will be relative to where your translation is (I believe this is right, correct me if I'm wrong.). In your case this would be:


// Push the matrix
glPushMatrix();

// Translate to where the particle should be drawn in world coordinates
glTranslatef(particle[loop].x, particle[loop].y, particle[loop].z);
// Rotate
glRotatef(particle[loop].xrot, 1.0f, 0.0f, 0.0f);

glBegin(GL_QUADS);

// There should be no x-0.5f or anything like that here, since it's relative to the translation.
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f);

/* rest of rendering goes here */

glEnd();

// Pop matrix and increment xrot for next use
glPopMatrix();

particle[loop].xrot += 0.1f;



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Ok, forget that last post. I'm editing it out because I found my problem. I think I must have messed up somewhere when I was removing the x,y,and z portions from glVertex3f. Also you can't just use particle[loop].z you have to use particle[loop].z+zoom. The rotation works perfectly now and the completed code is below. Now I can start working on my other goals.

I also wanted to have multiple emitters as well as a way to increase MAX_PARTICLES. I think multiple emitters will be the hardest. I've no real clue where to start. The only idea I had was kind of a fake way to do it. Set up a function that activates when a key is pressed and have it increase the emitters by one. Then just have some method for randomly determining which start point a particle will appear at when it's life has faded. Unfortunately that would split MAX_PARTICLES between each point which isn't exactly what I'd like but I guess it would do fine.

Increasing the number of particles should be easier and I've already toyed with it a bit. It looks like I just need to make the particle structure a dynamic thing so that it will take a varible instead of a constant. I tried looking up stuff like dynamic arrays but I couldn't figure out how to do it right.


glPushMatrix();
glTranslatef(x, y, z);
glRotatef(particle[loop].xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(particle[loop].yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(particle[loop].zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis

glBegin(GL_QUADS); // Draw A Quad
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glEnd(); // Done Drawing The Quad

glPopMatrix();
particle[loop].xrot+=0.3f;
particle[loop].yrot+=0.2f;
particle[loop].zrot+=0.4f;


[Edited by - ikth7 on August 16, 2008 1:28:34 PM]

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Well I've tried adding keys to increase and decrease the number of particles. Rather than mess with making the structure dynamic I decided to make use of the bool active. I set the initialization loop to make anything over a new variable CUR_PARTICLES active=false. Then I set the / and * keys to decrease and increase CUR_PARTICLES. The problem is, I can never make it add any more extra particles than whatever CUR is set too, even though I told it to keep increasing untill CUR=MAX. If anyone can see what I've messed up that would great.


#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library

#define MAX_PARTICLES 100000 // Number Of Particles To Create

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

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
bool rainbow=true; // Rainbow Mode?
bool sp; // Spacebar Pressed?
bool rp; // Enter Key Pressed?
bool standard=true;
bool fire=false;
bool snow=false;
bool threeD=false;
int CUR_PARTICLES=50000;

float slowdown=2.0f; // Slow Down Particles
float xspeed; // Base X Speed (To Allow Keyboard Direction Of Tail)
float yspeed; // Base Y Speed (To Allow Keyboard Direction Of Tail)
float zspeed; // Base Z Speed (To Allow Keyboard Direction Of Tail)
float zoom=-40.0f; // Used To Zoom Out

GLuint loop; // Misc Loop Variable
GLuint col; // Current Color Selection
GLuint delay; // Rainbow Effect Delay
GLuint texture[1]; // Storage For Our Particle Texture


typedef struct // Create A Structure For Particle
{
bool active; // Active (Yes/No)
float life; // Particle Life
float fade; // Fade Speed
float r; // Red Value
float g; // Green Value
float b; // Blue Value
float x; // X Position
float y; // Y Position
float z; // Z Position
float xi; // X Direction
float yi; // Y Direction
float zi; // Z Direction
float xg; // X Gravity
float yg; // Y Gravity
float zg; // Z Gravity
GLfloat xrot;
GLfloat yrot;
GLfloat zrot;
}
particles; // Particles Structure

particles particle[MAX_PARTICLES]; // Particle Array (Room For Particle Info)

static GLfloat colors[12][3]= // Rainbow Of Colors
{
{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};

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

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 Bitmap And Convert To A Texture
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/particle.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

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,200.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine
{
return FALSE; // If Texture Didn't Load Return FALSE
}

glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f,0.0f,0.0f,0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
glEnable(GL_BLEND); // Enable Blending
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Type Of Blending To Perform
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST); // Really Nice Perspective Calculations
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST); // Really Nice Point Smoothing
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glBindTexture(GL_TEXTURE_2D,texture[0]); // Select Our Texture

for (loop=0;loop<MAX_PARTICLES;loop++) // Initials All The Textures
{
particle[loop].active=true; // Make All The Particles Active
particle[loop].life=1.0f; // Give All The Particles Full Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Speed
particle[loop].r=colors[loop*(12/CUR_PARTICLES)][0]; // Select Red Rainbow Color
particle[loop].g=colors[loop*(12/CUR_PARTICLES)][1]; // Select Red Rainbow Color
particle[loop].b=colors[loop*(12/CUR_PARTICLES)][2]; // Select Red Rainbow Color
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
particle[loop].xg=0.0f; // Set Horizontal Pull To Zero
particle[loop].yg=-0.8f; // Set Vertical Pull Downward
particle[loop].zg=0.0f; // Set Pull On Z Axis To Zero
if(loop>CUR_PARTICLES)
{
particle[loop].active=false;
}
}

return TRUE; // Initialization Went OK
}

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

int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/particle.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix

for (loop=0;loop<CUR_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip

particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;

if (keys[VK_TAB]) // Tab Key Causes A Burst
{
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
}
}
}
}

if(fire)
{

int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/fire.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix
for (loop=0;loop<CUR_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip

particle[loop].x+=rand()%2*particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=rand()%2*particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.008f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;
}
}
}

if(snow)
{

int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/snow.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix
for (loop=0;loop<CUR_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glBegin(GL_TRIANGLE_STRIP); // Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd(); // Done Building Triangle Strip

particle[loop].x+=rand()%3*particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.001f; // Random Fade Value
particle[loop].x=float(rand()%60-30); // Center On X Axis
particle[loop].y=20.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].xg=0.0;
particle[loop].yg=-0.8;
particle[loop].zg=0.0;
particle[loop].r=1; // Select Red From Color Table
particle[loop].g=1; // Select Green From Color Table
particle[loop].b=1; // Select Blue From Color Table
}
}
}
}
if(threeD)
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Textures
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL

if (TextureImage[0]=LoadBMP("Data/blank.bmp")) // Load Particle Texture
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create One Texture

glBindTexture(GL_TEXTURE_2D, texture[0]);
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);
}

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
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The ModelView Matrix

for (loop=0;loop<CUR_PARTICLES;loop++) // Loop Through All The Particles
{
if (particle[loop].active) // If The Particle Is Active
{
float x=particle[loop].x; // Grab Our Particle X Position
float y=particle[loop].y; // Grab Our Particle Y Position
float z=particle[loop].z+zoom; // Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(particle[loop].r,particle[loop].g,particle[loop].b,particle[loop].life);

glPushMatrix();
glTranslatef(x, y, z);
glRotatef(particle[loop].xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(particle[loop].yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(particle[loop].zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis

glBegin(GL_QUADS); // Draw A Quad
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, 0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, 0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, -0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, -0.5f, -0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f(0.5f, -0.5f, -0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(0.5f, 0.5f, -0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.5f, 0.5f, 0.5f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(0.5f, -0.5f, 0.5f); // Bottom Left Of The Texture and Quad
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-0.5f, -0.5f, -0.5f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-0.5f, -0.5f, 0.5f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-0.5f, 0.5f, 0.5f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-0.5f, 0.5f, -0.5f); // Top Left Of The Texture and Quad
glEnd(); // Done Drawing The Quad

glPopMatrix();
particle[loop].xrot+=0.3f;
particle[loop].yrot+=0.2f;
particle[loop].zrot+=0.4f;



particle[loop].x+=particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
particle[loop].y+=particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
particle[loop].z+=particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

particle[loop].xi+=particle[loop].xg; // Take Pull On X Axis Into Account
particle[loop].yi+=particle[loop].yg; // Take Pull On Y Axis Into Account
particle[loop].zi+=particle[loop].zg; // Take Pull On Z Axis Into Account
particle[loop].life-=particle[loop].fade; // Reduce Particles Life By 'Fade'

if (particle[loop].life<0.0f) // If Particle Is Burned Out
{
particle[loop].life=1.0f; // Give It New Life
particle[loop].fade=float(rand()%100)/1000.0f+0.003f; // Random Fade Value
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=xspeed+float((rand()%60)-32.0f); // X Axis Speed And Direction
particle[loop].yi=yspeed+float((rand()%60)-30.0f); // Y Axis Speed And Direction
particle[loop].zi=zspeed+float((rand()%60)-30.0f); // Z Axis Speed And Direction
particle[loop].r=colors[col][0]; // Select Red From Color Table
particle[loop].g=colors[col][1]; // Select Green From Color Table
particle[loop].b=colors[col][2]; // Select Blue From Color Table
}

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (particle[loop].yg<1.5f)) particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (particle[loop].yg>-1.5f)) particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (particle[loop].xg<1.5f)) particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (particle[loop].xg>-1.5f)) particle[loop].xg-=0.01f;

// If Number Pad 8 And Number Pad 2 And Z Gravity Is Less Than 1.5 Increase Pull Outwards
if (keys[VK_NUMPAD4] && keys[VK_NUMPAD6] && (particle[loop].zg<1.5f)) particle[loop].zg+=0.01f;

// If Number Pad 4 And Number Pad 6 And Z Gravity Is Greater Than -1.5 Increase Pull Inwards
if (keys[VK_NUMPAD8] && keys[VK_NUMPAD2] && (particle[loop].zg>-1.5f)) particle[loop].zg-=0.01f;


if (keys[VK_TAB]) // Tab Key Causes A Burst
{
particle[loop].x=0.0f; // Center On X Axis
particle[loop].y=0.0f; // Center On Y Axis
particle[loop].z=0.0f; // Center On Z Axis
particle[loop].xi=float((rand()%50)-26.0f)*10.0f; // Random Speed On X Axis
particle[loop].yi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Y Axis
particle[loop].zi=float((rand()%50)-25.0f)*10.0f; // Random Speed On Z Axis
}
}
}
}
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
}
}

/* 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 = "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; // 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,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","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,"Program Will Now Close.","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
"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
};

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 // Otherwise
{
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 Particle Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

if (fullscreen) // Are We In Fullscreen Mode
{
slowdown=1.0f; // If So, Speed Up The Particles (3dfx Issue)
}

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 && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)

if (keys[VK_ADD] && (slowdown>1.0f)) slowdown-=0.01f; // Speed Up Particles
if (keys[VK_SUBTRACT] && (slowdown<4.0f)) slowdown+=0.01f; // Slow Down Particles

if (keys[VK_PRIOR]) zoom+=0.1f; // Zoom In
if (keys[VK_NEXT]) zoom-=0.1f; // Zoom Out

if (keys[VK_RETURN] && !rp) // Return Key Pressed
{
rp=true; // Set Flag Telling Us It's Pressed
rainbow=!rainbow; // Toggle Rainbow Mode On / Off
}
if (!keys[VK_RETURN]) rp=false; // If Return Is Released Clear Flag

if ((keys[' '] && !sp) || (rainbow && (delay>25))) // Space Or Rainbow Mode
{
if (keys[' ']) rainbow=false; // If Spacebar Is Pressed Disable Rainbow Mode
sp=true; // Set Flag Telling Us Space Is Pressed
delay=0; // Reset The Rainbow Color Cycling Delay
col++; // Change The Particle Color
if (col>11) col=0; // If Color Is To High Reset It
}
if (!keys[' ']) sp=false; // If Spacebar Is Released Clear Flag

if(!snow)
{
// If Up Arrow And Y Speed Is Less Than 200 Increase Upward Speed
if (keys[VK_UP] && (yspeed<200)) yspeed+=1.0f;

// If Down Arrow And Y Speed Is Greater Than -200 Increase Downward Speed
if (keys[VK_DOWN] && (yspeed>-200)) yspeed-=1.0f;

// If Right Arrow And X Speed Is Less Than 200 Increase Speed To The Right
if (keys[VK_RIGHT] && (xspeed<200)) xspeed+=1.0f;

// If Left Arrow And X Speed Is Greater Than -200 Increase Speed To The Left
if (keys[VK_LEFT] && (xspeed>-200)) xspeed-=1.0f;
if(threeD)
{
// If Up and Down Arrow And Z Speed Is Greater Than 200 Increase Inward Speed
if (keys[VK_UP] && keys[VK_DOWN] && (zspeed>-200)) zspeed-=1.0f;

// If Right and Left Arrow And Z Speed Is Less Than 200 Increase Outward Speed
if (keys[VK_RIGHT] && keys[VK_LEFT] && (zspeed<200)) zspeed+=1.0f;
}
}

delay++; // Increase Rainbow Mode Color Cycling Delay Counter

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 Particle Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}

if (keys[VK_F2]) // Is F2 Being Pressed?
{
standard=true;
fire=false;
snow=false;
threeD=false;
}

if (keys[VK_F3]) // Is F3 Being Pressed?
{
standard=false;
fire=true;
snow=false;
threeD=false;
}

if (keys[VK_F4]) // Is F4 Being Pressed?
{
standard=false;
fire=false;
snow=true;
threeD=false;
}

if (keys[VK_F5]) // Is F5 Being Pressed?
{
standard=false;
fire=false;
snow=false;
threeD=true;
}

if (keys[VK_DIVIDE]) // Is / Being Pressed?
{
if(CUR_PARTICLES>1000)
{
CUR_PARTICLES=CUR_PARTICLES-500;

}
}
if (keys[VK_MULTIPLY]) // Is * Being Pressed?
{
if(CUR_PARTICLES<MAX_PARTICLES)
{
CUR_PARTICLES=CUR_PARTICLES+500;

}
}

}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}



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