Improved lesson 19

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10 comments, last by ikth7 15 years, 8 months ago
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.
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();
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.
[ source lang="cpp" ]
[ /source ]

Without the spaces preceding/following the brackets of course.
Quote:Original post by ikth7
glRotatef(0.3f,1.0f,0.0f,0.0f);						// Rotate On The X AxisglRotatef(0.2f,0.0f,1.0f,0.0f);						// Rotate On The Y AxisglRotatef(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.
Quote:Original post by Kuraitou
Quote:Original post by ikth7
glRotatef(0.3f,1.0f,0.0f,0.0f);						// Rotate On The X AxisglRotatef(0.2f,0.0f,1.0f,0.0f);						// Rotate On The Y AxisglRotatef(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 CreateHDC			hDC=NULL;				// Private GDI Device ContextHGLRC		hRC=NULL;				// Permanent Rendering ContextHWND		hWnd=NULL;				// Holds Our Window HandleHINSTANCE	hInstance;				// Holds The Instance Of The Applicationbool	keys[256];					// Array Used For The Keyboard Routinebool	active=TRUE;				// Window Active Flag Set To TRUE By Defaultbool	fullscreen=TRUE;			// Fullscreen Flag Set To Fullscreen Mode By Defaultbool	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 Particlesfloat	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 OutGLuint	loop;						// Misc Loop VariableGLuint	col;						// Current Color SelectionGLuint	delay;						// Rainbow Effect DelayGLuint	texture[1];					// Storage For Our Particle Texturetypedef 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 Structureparticles 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 WndProcAUX_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}

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 AxisglRotatef(particle.yRotAngle,0.0f,1.0f,0.0f);						// Rotate On The Y AxisglRotatef(particle.zRotAngle,0.0f,0.0f,1.0f);						// Rotate On The Z Axisparticle.xRotAngle += 0.1f;particle.yRotAngle += 0.1f;particle.zRotAngle += 0.1f;/* draw the particle */glPopMatrix();
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?
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 matrixglPushMatrix();// Translate to where the particle should be drawn in world coordinatesglTranslatef(particle[loop].x, particle[loop].y, particle[loop].z);// RotateglRotatef(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 useglPopMatrix();particle[loop].xrot += 0.1f;

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