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blua tigro

OpenGL opengl + windows 7

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i have a number of programs whit openGL

under windows 95 they work good

under windows 7 they give strange results


what is the source of this

how do i fix this

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i have a number of programs whit openGL

under windows 95 they work good

under windows 7 they give strange results


what is the source of this

how do i fix this


How old are those applications ? Do they work with Win2k/XP ?
What kind of "strange results" do you get ?

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There are no problems with OpenGL and Windows 7. If you're getting strange results it's a case of either a program bug or a bad driver.

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the programs where made whit devc++

they are older then jun 2011

i got [ sometimes ] a white screen or when i used a messagebox

it did not close when [OK] was pressed

but the program ended atruptly

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That sounds more like bad code than a problem related to OpenGL. Do you have the source available? If not, I don't think there's much you can do.

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If it's Dev-C++ it may be the case that the compiler just produced bad code that Windows 95 was more tolerant of; Dev-C++ has a long list of outstanding bugs, uses an older compiler, and is not going to be fixed as it's a dead project. Converting the project to MSVC (one of the Express versions should be sufficient) or a recent Code::Blocks and recompiling may be all that's required to fix it (I've personally fixed MSVC 6 projects that refused to run on Win 7 by just recompiling them in 2008 so I believe it's worth a try).

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so i think the best i can do is switch the code

to vc++2008

? : how and what and where must i do in vc++2008

to activate openGL



here is a code example of me
all is in one file because while splitting the code i got error's
there is a lot of REM because i reuse my code a lot
[ i know this is ugly but it worked in windowsXP ]
the i did not put there

if your IDE has a seartch function you can skip throu the code
whit sceartching for @code parts


/*
opengl vr demonstration
version 28-12-2010
blua tigro

code parts :
includes
variables
functions
math
3dengine
shapes
avatars
moves
game
opengl
windows
*/

[url=""]//@includes

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

#include <math.h>
#include <ctime>
#include <cstdlib>

//@variables
#define FRAME_TIMER 1

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

HDC hdc ;

bool left_button ;
bool right_button ;
int mouse_x , mouse_y ;
int winx , winy ;
bool key_shift ;
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
int tel , tel2 ;

//child axes
const int XYZ = 0 ;
const int XZY = 1 ;
const int YXZ = 2 ;
const int YZX = 3 ;
const int ZXY = 4 ;
const int ZYX = 5 ;

//body link nr's
const int body = 0 ;
const int leg = 1 ;
const int knee = 2 ;
const int enkle = 3 ;
const int arm = 4 ;
const int elbow = 5 ;
const int wrist = 6 ;
const int neck = 7 ;
const int right = 10 ;
//insect body nr's
const int ibody = 0 ;
const int ileg = 1 ;
const int iknee = 6 ;
const int iarm = 11 ;
const int ielbow = 16 ;
const int ifinger = 21 ;
const int ithumb = 22 ;
const int itail = 23 ;
const int iright = 50 ;


GLfloat rtri; // Angle For The Triangle ( NEW )
GLfloat rquad; // Angle For The Quad ( NEW )
//light colors
GLfloat BLACK[] =
{ 0.0f , 0.0f , 0.0f , 1.0f } ;
GLfloat WHITE[] =
{ 1.0f , 1.0f , 1.0f , 1.0f } ;
const int MAZE_MAX = 30 ;
GLfloat RED_LIGHT_LOC[] =
{ 86.0f , 300.0f , 50.0f
, 0.0f } ;
GLfloat GREEN_LIGHT_LOC[] =
{ 0.0f , 300.0f , 100.0f
, 0.0f } ;
GLfloat BLUE_LIGHT_LOC[] =
{ -86.0f , 300.0f , 50.0f
, 0.0f } ;
GLfloat RED[] =
{ 1.0f , 0.0f , 0.0f , 1.0f } ;
GLfloat GREEN[] =
{ 0.0f , 1.0f , 0.0f , 1.0f } ;
GLfloat LGREEN[] =
{ 0.0f , 0.7f , 0.0f , 1.0f } ;
GLfloat YELLOW[] =
{ 1.0f , 1.0f , 0.0f , 1.0f } ;
GLfloat BLUE[] =
{ 0.0f , 0.0f , 1.0f , 1.0f } ;
GLfloat MAGENTA[] =
{ 1.0f , 0.0f , 1.0f , 1.0f } ;
GLfloat CYAN[] =
{ 0.0f , 1.0f , 1.0f , 1.0f } ;
GLfloat GRAY[] =
{ 0.5f , 0.5f , 0.5f , 1.0f } ;
GLfloat FOG_CLR[] =
{ 0.5f , 0.5f , 1.0f , 1.0f } ;
const int M = 1 ;
const int O = 2 ;
const int I = 0 ;
int MAZE[ MAZE_MAX ][ MAZE_MAX ] ;
struct item2d
{
GLfloat x , y , z ;
GLfloat dx , dy , dz ;
GLfloat angle ;
int state , tel ;
} ;
const int Qmax = 16 ;
item2d human , ghost , Qbe[ Qmax ] ;
struct F3D
{
GLfloat x , y , z ;
} ;
const int limmax = 200 ;
F3D sk[ limmax ] ;
const int TREE_MAX = 100 ;
F3D tree[ TREE_MAX ] ;
GLfloat pnt[ 255 ][ 3 ] ;
struct CBox
{
F3D m , d ;
} ;
CBox box ;
//@functions
//math
GLfloat rnd() ;
GLfloat rndrange( GLfloat min , GLfloat max ) ;
GLfloat lenght( GLfloat x
, GLfloat y , GLfloat z ) ;
//3dengine
void child(
GLfloat x , GLfloat y , GLfloat z
, int lim , int ax ) ;
void setangle( int lim
, GLfloat x , GLfloat y , GLfloat z ) ;
GLfloat pend(
double fase , double amp , double add ) ;
GLfloat lenght( GLfloat x
, GLfloat y , GLfloat z ) ;
//shapes
int rgb( int r , int g , int b ) ;
int rainbow( GLfloat deg ) ;
int mix( int c1
, GLfloat f , int c2 ) ;
void setbox(
GLfloat mx , GLfloat my , GLfloat mz
, GLfloat dx , GLfloat dy , GLfloat dz ) ;
void setcolor( int clr ) ;
void point( int no
, GLfloat x , GLfloat y , GLfloat z ) ;
void tri( int p1 , int p2 , int p3 ) ;
void quad( int p1 , int p2 , int p3 , int p4 ) ;
void colorcube() ;
void half( int clr1 , int clr2 ) ;
void cube1( int clr ) ;
void cube( int left , int bottom
, int front
, int r , int up , int back ) ;
void piramid(
GLfloat a , GLfloat b , GLfloat c ) ;
void torus( int sides ) ;
//avatars
void man( GLfloat x , GLfloat y
, GLfloat z , GLfloat xz , int clr ) ;
void dog( GLfloat x , GLfloat y
, GLfloat z , GLfloat xz , int clr ) ;
void bug( GLfloat x , GLfloat y
, GLfloat z , GLfloat xz , int clr ) ;
void fish( GLfloat x , GLfloat y
, GLfloat z , GLfloat xz , int clr ) ;
//moves
void walk2( GLfloat fase , GLfloat amp ) ;
void walk4( GLfloat fase , GLfloat amp ) ;
void walkbug(
GLfloat fase , GLfloat amp , bool r ) ;
//game
void initScene() ;
int DrawGLScene( GLvoid ) ;
//opengl + windows
void setlight( int no
, GLfloat* loc , GLfloat* clr ) ;
void setmat( GLfloat* ambiant
, GLfloat* difuse
, GLfloat* specular
, GLfloat shine ) ;
void setfog( GLfloat min , GLfloat max
, int mode , GLfloat* clr , GLfloat dens ) ;
int InitGL( GLvoid ) ;
LRESULT CALLBACK WndProc( HWND
, UINT , WPARAM , LPARAM ) ; // Declaration For WndProc
GLvoid ReSizeGLScene( GLsizei width
, GLsizei height ) ; // Resize And Initialize The GL Window
GLvoid KillGLWindow( GLvoid ) ;
int InitGL( GLvoid ) ; // All Setup For OpenGL Goes Here
//@math
GLfloat rnd()
{
return (GLfloat) rand()
/ (GLfloat) RAND_MAX ;

}
GLfloat rndrange( GLfloat min , GLfloat max )
{
return rnd() * ( max - min ) + min ;
}
GLfloat lenght( GLfloat x
, GLfloat y , GLfloat z )
{
return (GLfloat)sqrt( x * x + y * y + z * z ) ;
}
GLfloat post( GLfloat x )
{
if ( x < 0 ) return 0 ;
return x ;
}
//@3dengine
void child(
GLfloat x , GLfloat y , GLfloat z
, int lim , int ax )
{
if ( lim < 0 && lim > limmax ) return ;
glTranslatef( x , y , z ) ; // Move Left 1.5 Units And Into The Screen 6.0
switch( ax )
{
case XYZ :
glRotatef( sk[ lim ].x , 1,0,0 ) ;
glRotatef( sk[ lim ].y , 0,1,0 ) ;
glRotatef( sk[ lim ].z , 0,0,1 ) ;
break ;
case XZY :
glRotatef( sk[ lim ].y , 0,1,0 ) ;
glRotatef( sk[ lim ].z , 0,0,1 ) ;
glRotatef( sk[ lim ].x , 1,0,0 ) ;
break ;
case YXZ :
glRotatef( sk[ lim ].y , 0,1,0 ) ;
glRotatef( sk[ lim ].x , 1,0,0 ) ;
glRotatef( sk[ lim ].z , 0,0,1 ) ;
break ;
case YZX :
glRotatef( sk[ lim ].y , 0,1,0 ) ;
glRotatef( sk[ lim ].z , 0,0,1 ) ;
glRotatef( sk[ lim ].x , 1,0,0 ) ;
break ;
case ZXY :
glRotatef( sk[ lim ].z , 0,0,1 ) ;
glRotatef( sk[ lim ].x , 1,0,0 ) ;
glRotatef( sk[ lim ].y , 0,1,0 ) ;
break ;
case ZYX :
glRotatef( sk[ lim ].z , 0,0,1 ) ;
glRotatef( sk[ lim ].y , 0,1,0 ) ;
glRotatef( sk[ lim ].x , 1,0,0 ) ;
break ;
default : ;
}
}
void setangle( int lim
, GLfloat x , GLfloat y , GLfloat z )
{
sk[ lim ].x = x ;
sk[ lim ].y = y ;
sk[ lim ].z = z ;
}
GLfloat pend(
double fase , double amp , double add )
{
return (GLfloat)sin( fase * M_PI / 180 )
* amp + add ;
}

//@shapes
void setbox(
GLfloat mx , GLfloat my , GLfloat mz
, GLfloat dx , GLfloat dy , GLfloat dz )
{
box.m.x = mx ;
box.m.y = my ;
box.m.z = mz ;
box.d.x = dx ;
box.d.y = dy ;
box.d.z = dz ;
}
void point( int no
, GLfloat x , GLfloat y , GLfloat z )
{
pnt[ no ][0] = x ;
pnt[ no ][1] = y ;
pnt[ no ][2] = z ;
}
void tri( int p1 , int p2 , int p3 )
{
GLfloat x1 = pnt[ p1 ][0] ;
GLfloat y1 = pnt[ p1 ][1] ;
GLfloat z1 = pnt[ p1 ][2] ;
GLfloat x2 = pnt[ p2 ][0] ;
GLfloat y2 = pnt[ p2 ][1] ;
GLfloat z2 = pnt[ p2 ][2] ;
GLfloat x3 = pnt[ p3 ][0] ;
GLfloat y3 = pnt[ p3 ][1] ;
GLfloat z3 = pnt[ p3 ][2] ;
GLfloat nx = (y2-y1)*(z3-z1)-(y3-y1)*(z2-z1) ;
GLfloat ny = (z2-z1)*(x3-x1)-(z3-z1)*(x2-x1) ;
GLfloat nz = (x2-x1)*(y3-y1)-(x3-x1)*(y2-y1) ;
glBegin( GL_TRIANGLES ) ;
glNormal3f( nx , ny , nz ) ;
glVertex3fv( pnt[ p1 ] ) ;
glVertex3fv( pnt[ p2 ] ) ;
glVertex3fv( pnt[ p3 ] ) ;
glEnd() ;
}
void quad( int p1 , int p2 , int p3 , int p4 )
{
GLfloat x1 = pnt[ p1 ][0] ;
GLfloat y1 = pnt[ p1 ][1] ;
GLfloat z1 = pnt[ p1 ][2] ;
GLfloat x2 = pnt[ p2 ][0] ;
GLfloat y2 = pnt[ p2 ][1] ;
GLfloat z2 = pnt[ p2 ][2] ;
GLfloat x3 = pnt[ p3 ][0] ;
GLfloat y3 = pnt[ p3 ][1] ;
GLfloat z3 = pnt[ p3 ][2] ;
GLfloat nx = (y2-y1)*(z3-z1)-(y3-y1)*(z2-z1) ;
GLfloat ny = (z2-z1)*(x3-x1)-(z3-z1)*(x2-x1) ;
GLfloat nz = (x2-x1)*(y3-y1)-(x3-x1)*(y2-y1) ;
nx /= lenght( nx , ny , nz ) ;
ny /= lenght( nx , ny , nz ) ;
nz /= lenght( nx , ny , nz ) ;
glBegin( GL_QUADS ) ;
glNormal3f( nx , ny , nz ) ;
glVertex3fv( pnt[ p1 ] ) ;
glVertex3fv( pnt[ p2 ] ) ;
glVertex3fv( pnt[ p3 ] ) ;
glVertex3fv( pnt[ p4 ] ) ;
glEnd() ;
}
void colorcube()
{
point( 0 , box.m.x + box.d.x
, box.m.y+box.d.y , box.m.z+box.d.z);
point( 1 , box.m.x + box.d.x
, box.m.y+box.d.y , box.m.z-box.d.z);
point( 2 , box.m.x + box.d.x
, box.m.y-box.d.y , box.m.z+box.d.z);
point( 3 , box.m.x + box.d.x
, box.m.y-box.d.y , box.m.z-box.d.z);
point( 4 , box.m.x - box.d.x
, box.m.y+box.d.y , box.m.z+box.d.z);
point( 5 , box.m.x - box.d.x
, box.m.y+box.d.y , box.m.z-box.d.z);
point( 6 , box.m.x - box.d.x
, box.m.y-box.d.y , box.m.z+box.d.z);
point( 7 , box.m.x - box.d.x
, box.m.y-box.d.y , box.m.z-box.d.z);
quad( 0 , 1 , 3 , 2 ) ;
quad( 7 , 6 , 4 , 5 ) ;
quad( 1 , 3 , 7 , 5 ) ;
quad( 6 , 4 , 0 , 2 ) ;
quad( 0 , 1 , 5 , 4 ) ;
quad( 7 , 6 , 2 , 3 ) ;
}
void cube1( int clr )
{
cube( clr , clr , clr , clr , clr , clr ) ;
}
void cube( int left , int bottom
, int front
, int r , int up , int back )
{
GLfloat a = box.m.x ;
GLfloat b = box.m.y ;
GLfloat c = box.m.z ;
GLfloat x = box.d.x ;
GLfloat y = box.d.y ;
GLfloat q = box.d.z ;
glBegin( GL_QUADS ) ; // Draw A Quad
glNormal3f( 0.0f , 1.0f , 0.0f ) ; // Set The Color To Blue
glVertex3f( a + x , b + y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b + y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b + y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a + x , b + y , c + q ) ; // Top Right Of The Quad (Top)

glNormal3f( 0.0f , -1.0f , 0.0f ) ; // Set The Color To Blue
glVertex3f( a + x , b - y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b - y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b - y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a + x , b - y , c + q ) ; // Top Right Of The Quad (Top)
glNormal3f( 0.0f , 0.0f , -1.0f ) ; // Set The Color To Blue
glVertex3f( a + x , b + y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b + y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b - y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a + x , b - y , c - q ) ; // Top Right Of The Quad (Top)
// Set The Color To Red
glNormal3f( 0.0f , 0.0f , 1.0f ) ; // Set The Color To Blue
glVertex3f( a + x , b + y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b + y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b - y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a + x , b - y , c + q ) ; // Top Right Of The Quad (Top)
// Top Right Of The Quad (Top)
// Set The Color To Blue
glNormal3f( -1.0f , 0.0f , 0.0f ) ; // Set The Color To Blue
glVertex3f( a - x , b + y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b + y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b - y , c - q ) ; // Top Right Of The Quad (Top)
glVertex3f( a - x , b - y , c + q ) ; // Top Right Of The Quad (Top) // Set The Color To Violet
glNormal3f( 1.0f , 0.0f , 0.0f ) ; // Set The Color To Blue
glVertex3f( a + x , b + y , c - q ) ; // Top Right Of The Quad // Top Left Of The Quad (Right)
glVertex3f( a + x , b + y , c + q ) ; // Top Right Of The Quad (Top)
glVertex3f( a + x , b - y , c + q ) ; // Top Right Of The Quad (Top) // Bottom Right Of The Quad (Right)
glVertex3f( a + x , b - y , c - q ) ; // Top Right Of The Quad (Top)
glEnd(); // Done Drawing The Quad
}
void dodeca()
{}
void isoca()
{
glPushMatrix() ;
glTranslatef( box.m.x , box.m.y , box.m.z ) ;
glScalef( box.d.x,box.d.y,box.d.z ) ;

point( 1 , 0 , 0 , 1.118034 ) ;
point( 2 , 1 , 0 , .5 ) ;
point( 3 , .309017 , .95105654 , .5 ) ;
point( 4 , -.809017 , .58778524 , .5 ) ;
point( 5 , -.809017 , -.58778524 , .5 ) ;
point( 6 , .309017 , -.95105654 , .5 ) ;
point( 7 , .809017 , .58778524 , -.5 ) ;
point( 8 , -.309017 , .95105654 , -.5 ) ;
point( 9 , -1 , 0 , -.5 ) ;
point( 10 , -.309017 , -.95105654 , -.5 ) ;
point( 11 , .809017 , -.58778524 , -.5 ) ;
point( 12 , 0 , 0 , -1.118034 ) ;
tri( 1 , 2 , 3 ) ;
tri( 1 , 3 , 4 ) ;
tri( 1 , 4 , 5 ) ;
tri( 1 , 5 , 6 ) ;
tri( 1 , 6 , 2 ) ;
tri( 2 , 7 , 3 ) ;
tri( 3 , 7 , 8 ) ;
tri( 3 , 8 , 4 ) ;
tri( 4 , 8 , 9 ) ;
tri( 4 , 9 , 5 ) ;
tri( 5 , 9 , 10 ) ;
tri( 5 , 10 , 6 ) ;
tri( 6 , 10 , 11 ) ;
tri( 6 , 11 , 2 ) ;
tri( 2 , 11 , 7 ) ;
tri( 12 , 8 , 7 ) ;
tri( 12 , 9 , 8 ) ;
tri( 12 , 10 , 9 ) ;
tri( 12 , 11 , 10 ) ;
tri( 12 , 7 , 11 ) ;
glPopMatrix() ;
}
/*
void piramid(
GLfloat a , GLfloat b , GLfloat c )
{
glBegin(GL_TRIANGLES); // Start Drawing A Triangle
glColor3f( 1.0f , 0.0f , 0.0f ) ; // Red
glVertex3f( a+0.0f , b+1.0f , c+0.0f ) ; // Top Of Triangle (Front)
glColor3f( 0.0f , 1.0f , 0.0f ) ; // Green
glVertex3f( a-1.0f , b-1.0f , c+1.0f ) ; // Left Of Triangle (Front)
glColor3f( 0.0f , 0.0f , 1.0f ) ; // Blue
glVertex3f( a+1.0f , b-1.0f , c+1.0f ) ; // Right Of Triangle (Front)
glColor3f( 1.0f , 0.0f , 0.0f ) ; // Red
glVertex3f( a+0.0f , b+1.0f , c+0.0f ) ; // Top Of Triangle (Right)
glColor3f( 0.0f , 0.0f , 1.0f ) ; // Blue
glVertex3f( a+1.0f , b-1.0f , c+1.0f ) ; // Left Of Triangle (Right)
glColor3f( 0.0f , 1.0f , 0.0f ) ; // Green
glVertex3f( a+1.0f , b-1.0f , c-1.0f ) ; // Right Of Triangle (Right)
glColor3f( 1.0f , 0.0f , 0.0f ) ; // Red
glVertex3f( a+0.0f , b+1.0f , c+0.0f ) ; // Top Of Triangle (Back)
glColor3f( 0.0f , 1.0f , 0.0f ) ; // Green
glVertex3f( a+1.0f , b-1.0f , c-1.0f ) ; // Left Of Triangle (Back)
glColor3f( 0.0f , 0.0f , 1.0f ) ; // Blue
glVertex3f( a-1.0f , b-1.0f , c-1.0f ) ; // Right Of Triangle (Back)
glColor3f( 1.0f , 0.0f , 0.0f ) ; // Red
glVertex3f( a+0.0f , b+1.0f , c+0.0f ) ; // Top Of Triangle (Left)
glColor3f( 0.0f , 0.0f , 1.0f ) ; // Blue
glVertex3f( a-1.0f , b-1.0f , c-1.0f ) ; // Left Of Triangle (Left)
glColor3f( 0.0f , 1.0f , 0.0f ) ; // Green
glVertex3f( a-1.0f , b-1.0f , c+1.0f ) ; // Right Of Triangle (Left)
glEnd() ; // Done Drawing The Pyramid
}
*/
void torus( int a , int b )
{
double i , j , i2 , j2 ;
if ( a < 3 ) a = 3 ;
if ( a > 32 ) a = 32 ;
if ( b < 3 ) b = 3 ;
if ( b > 32 ) b = 32 ;
GLfloat mx , my , mz , dx , dy , dz ;
mx = box.m.x ;
my = box.m.y ;
mz = box.m.z ;
dx = box.d.x ;
dy = box.d.y ;
dz = box.d.z ;
for ( i = -M_PI
; i < M_PI
; i += M_PI / a * 2 )
{
i2 = i + M_PI / a * 2 ;
for ( j = -M_PI
; j < M_PI
; j += M_PI / b * 2 )
{
j2 = j + M_PI / b * 2 ;
point( 0
, mx + ( dx + dy * cos( i ) ) * cos( j )
, my + ( dx + dy * cos( i ) ) * sin( j )
, mz + sin( i ) * dz ) ;
point( 1
, mx + ( dx + dy * cos( i ) ) * cos( j2 )
, my + ( dx + dy * cos( i ) ) * sin( j2 )
, mz + sin( i ) * dz ) ;
point( 2
, mx + ( dx + dy * cos( i2 ) ) * cos( j2 )
, my + ( dx + dy * cos( i2 ) ) * sin( j2 )
, mz + sin( i2 ) * dz ) ;
point( 3
, mx + ( dx + dy * cos( i2 ) ) * cos( j )
, my + ( dx + dy * cos( i2 ) ) * sin( j )
, mz + sin( i2 ) * dz ) ;
quad( 0 , 1 , 2 , 3 ) ;
}
}
}
void elipse( int a , int b )
{
double i , j , i2 , j2 ;
if ( a < 3 ) a = 3 ;
if ( a > 32 ) a = 32 ;
if ( b < 3 ) b = 3 ;
if ( b > 32 ) b = 32 ;
GLfloat mx , my , mz , dx , dy , dz ;
mx = box.m.x ;
my = box.m.y ;
mz = box.m.z ;
dx = box.d.x ;
dy = box.d.y ;
dz = box.d.z ;
for ( i = -M_PI / 2
; i < M_PI / 2
; i += M_PI / a )
{
i2 = i + M_PI / a ;
for ( j = -M_PI
; j < M_PI
; j += M_PI / b * 2 )
{
j2 = j + M_PI / b * 2 ;
point( 0
, mx + dx * cos( i ) * cos( j )
, my + dy * cos( i ) * sin( j )
, mz + dz * sin( i ) ) ;
point( 1
, mx + dx * cos( i ) * cos( j2 )
, my + dy * cos( i ) * sin( j2 )
, mz + dz * sin( i ) ) ;
point( 2
, mx + dx * cos( i2 ) * cos( j2 )
, my + dy * cos( i2 ) * sin( j2 )
, mz + dz * sin( i2 ) ) ;
point( 3
, mx + dx * cos( i2 ) * cos( j )
, my + dy * cos( i2 ) * sin( j )
, mz + dz * sin( i2 ) ) ;
quad( 0 , 1 , 2 , 3 ) ;
}
}
}
void cilinder( int sides
,GLfloat dx , GLfloat dz
, bool top , bool bottom )
{
int i ;
GLfloat a , b ;
if ( sides < 3 ) sides = 3 ;
if ( sides > 32 ) sides = 32 ;
for ( i = 0 ; i < sides ; i++ )
{
a = i * M_PI * 2 / sides ;
b = ( i + 1 ) * M_PI * 2 / sides ;
point( 0
, box.m.x + sin( a ) * box.d.x
, box.m.y - box.d.y
, box.m.z + cos( a ) * box.d.z ) ;
point( 1
, box.m.x + sin( b ) * box.d.x
, box.m.y - box.d.y
, box.m.z + cos( b ) * box.d.z ) ;
point( 2
, box.m.x + sin( b ) * dx
, box.m.y + box.d.y
, box.m.z + cos( b ) * dz ) ;
point( 3
, box.m.x + sin( a ) * dx
, box.m.y + box.d.y
, box.m.z + cos( a ) * dz ) ;
quad( 0 , 1 , 2 , 3 ) ;
if ( top )
{
point( 0 , 0
, box.m.y + box.d.y , 0 ) ;
point( 1
, box.m.x + sin( a ) * dx
, box.m.y + box.d.y
, box.m.z + cos( a ) * dz ) ;
point( 2
, box.m.x + sin( b ) * dx
, box.m.y + box.d.y
, box.m.z + cos( b ) * dz ) ;
tri( 1 , 2 , 0 ) ;
}
if ( bottom )
{
point( 0 , 0
, box.m.y - box.d.y , 0 ) ;
point( 1
, box.m.x + sin( a ) * box.d.x
, box.m.y - box.d.y
, box.m.z + cos( a ) * box.d.z ) ;
point( 2
, box.m.x + sin( b ) * box.d.x
, box.m.y - box.d.y
, box.m.z + cos( b ) * box.d.z ) ;
tri( 2 , 1 , 0 ) ;
}
}
}

//@avartars
/*
void man( GLfloat x
, GLfloat y , GLfloat z , GLfloat xz
, int clr )
{
setangle( body , 0 , xz , 0 ) ;
glPushMatrix() ;
child( x , y , z , body , XYZ ) ;
setbox( 0,0,0 , .4,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( 0,.3,0 , .1,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( 0,.9,0 , .4,.4,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( .3,-.1,0 , leg , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , knee , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , enkle , XYZ ) ;
setbox( 0,-.2,-.1 , .1,.1,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( -.3,-.1,0 , leg+right , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , knee+right , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , enkle+right , XYZ ) ;
setbox( 0,-.2,-.1 , .1,.1,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( .6,1.4,0 , arm+right,XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , elbow+right,XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , wrist+right,XYZ) ;
setbox( 0,-.2,0 , .05,.15,.15 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( -.6,1.4,0 , arm,XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , elbow,XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , wrist,XYZ) ;
setbox( 0,-.2,0 , .05,.15,.15 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( 0,1.5,0 , neck , XYZ ) ;
setbox( 0,0.2,.0 , .2,.2,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( 0,.2,-.25 , .05,.05,.05 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( .24,.2,0 , .02,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( -.24,.2,0 , .01,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
}
void dog( GLfloat x
, GLfloat y , GLfloat z , GLfloat xz
, int clr )
{
setangle( body , 0 , xz , 0 ) ;
glPushMatrix() ;
child( x,y,z , body , XYZ ) ;
setbox( 0,0.2,0 , .3,.3,.5 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( .3,-.1,.4 , leg , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , knee , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , enkle , XYZ ) ;
setbox( 0,-.2,-.1 , .1,.1,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( -.3,-.1,.4 , leg+right , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , knee+right , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , enkle , XYZ ) ;
setbox( 0,-.2,-.1 , .1,.1,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( .3,-.1,-.4 , leg , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , knee , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , enkle , XYZ ) ;
setbox( 0,-.2,-.1 , .1,.1,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( -.3,-.1,-.4 , leg+right , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , knee+right , XYZ ) ;
setbox( 0,-.4,0 , .1,.3,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,-.8,0 , enkle+right , XYZ ) ;
setbox( 0,-.2,-.1 , .1,.1,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( 0,.8,-.8 , neck , XYZ ) ;
setbox( 0,0,0 , .2,.2,.2 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( 0,-.2,-.2 , .15,.15,.15 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*160,clr*80) ;
setbox( 0,0,-.4 , .07,.07,.07 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( .24,-.1,0 , .02,.2,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
setbox( -.24,-.1,0 , .02,.2,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPushMatrix() ;
child( 0,.6,.6 , neck+right , XYZ ) ;
setbox( 0,.2,0 , .1,.2,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,.6,0, neck+right , XYZ ) ;
setbox( 0,.2,0 , .1,.2,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
}
*/
/*
void bugtail( int a , int max , int clr )
{
if ( a > max ) return ;
glPushMatrix() ;
child( 0,0,0.3 , itail + a , XYZ ) ;
setbox( 0,0,0.1 ,.1,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
bugtail( a + 1 , max , clr ) ;
glPopMatrix() ;
}
*/
/*
void bug( GLfloat x
, GLfloat y , GLfloat z , GLfloat xz
, int clr )
{
setangle( ibody , 0 , xz , 0 ) ;
glPushMatrix() ;
child( x,y,z , ibody , XYZ ) ;
setbox( 0,0,0 , 0.3,0.1,.7 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,0,.6 , itail , XYZ ) ;
bugtail( 1 , 20 , clr ) ;
glPopMatrix() ;
int i ;
for( i = 0 ; i < 3 ; i++ )
{
glPushMatrix() ;
child(0.3,0,i*.6-.6 , ileg+i, XYZ ) ;
setbox(.6,0,0 , .4,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child(1.2,0,0,iknee+i,XYZ) ;
setbox(0,-.6,0 , .1,.4,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child(-0.3,0,i*.6-.6
, ileg+i+iright, XYZ ) ;
setbox(-.6,0,0 , .4,.1,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child(-1.2,0,0
,iknee+i+iright,XYZ) ;
setbox(0,-.6,0 , .1,.4,.1 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
}
glPushMatrix() ;
child( .5,0,-.8 , iarm,XYZ ) ;
setbox( 0,0,-.6 , .1,.1,.4 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,0,-.9 , ielbow,XYZ ) ;
setbox( 0,0,-.6 , .1,.1,.4 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( .15,0,-.8,ifinger,XYZ ) ;
setbox( 0,0,-.8 , .1,.2,.4) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPushMatrix() ;
child( -.13,0,-.8,ithumb, XYZ ) ;
setbox( 0,0,-.8,.1,.1,.4 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
child( -.5,0,-.8 , iarm+iright,XYZ ) ;
setbox( 0,0,-.6 , .1,.1,.4 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( 0,0,-.9 , ielbow+iright,XYZ ) ;
setbox( 0,0,-.6 , .1,.1,.4 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPushMatrix() ;
child( -.15,0,-.8,ifinger+iright,XYZ ) ;
setbox( 0,0,-.8 , .1,.2,.4) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPushMatrix() ;
child( .13,0,-.8,ithumb+iright, XYZ ) ;
setbox( 0,0,-.8,.1,.1,.4 ) ;
cube(clr*255,clr*160,clr*80
,clr*255,clr*180,clr*80) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
}
*/
/*
void fish( GLfloat x , GLfloat y , GLfloat z
, GLfloat xz , int clr )
{
setangle( body , 0 , xz , 0 ) ;
glPushMatrix() ;
child( x,y,z , body , XYZ ) ;
setbox( 0,0,0 , .3 , .3 , .6 ) ;
cube( clr*127 , clr*50 , clr*150
, clr*127 , clr*255 , clr*150 ) ;
glPushMatrix() ;
glTranslatef( .3 , 0 , .4 ) ;
glRotatef( -90 , 0 , 0 , 1 ) ;
setbox( 0,0,0 , .2,.2,.2 ) ;
half( white , white ) ;
glPushMatrix() ;
glTranslatef( 0 , .2 , 0 ) ;
glRotatef( 0 , 0 , 0 , 1 ) ;
setbox( 0,0,0 , .1,.1,.1 ) ;
half( black , black ) ;
glPopMatrix() ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef( -.3 , 0 , .4 ) ;
glRotatef( 90 , 0 , 0 , 1 ) ;
setbox( 0,0,0 , .2,.2,.2 ) ;
half( white , white ) ;
glPushMatrix() ;
glTranslatef( 0 , .2 , 0 ) ;
glRotatef( 0 , 0 , 0 , 1 ) ;
setbox( 0,0,0 , .1,.1,.1 ) ;
half( black , black ) ;
glPopMatrix() ;
glPopMatrix() ;
glPopMatrix() ;
}
*/
//@moves
/*
void walk2( GLfloat fase , GLfloat amp )
{
int i ;
for ( i=0 ; i < limmax ; i++ )
{
setangle( i , 0,0,0 ) ;
}
setangle( leg
, pend( fase , amp , 0 ) , 0 , 0 ) ;
setangle( leg + right
, pend( fase+180 , amp , 0 ) , 0 , 0 ) ;
setangle( knee
, pend( fase-90 , amp , -amp ) , 0 , 0 ) ;
setangle( knee + right
, pend( fase+90 , amp , -amp ) , 0 , 0 ) ;
setangle( arm
, pend( fase , amp , 0 ) , 0 , 0 ) ;
setangle( arm + right
, pend( fase+180 , amp , 0 ) , 0 , 0 ) ;
setangle( elbow , amp*2 , 0 , 0 ) ;
setangle( elbow+right , amp*2 ,0,0 ) ;
}
void walk4( GLfloat fase , GLfloat amp )
{ int i ;
for ( i=0 ; i < limmax ; i++ )
{
setangle( i , 0,0,0 ) ;
}
setangle( leg
, pend( fase , amp , 0 ) , 0 , 0 ) ;
setangle( leg + right
, pend( fase+180 , amp , 0 ) , 0 , 0 ) ;
setangle( knee
, pend( fase-90 , amp , -amp ) , 0 , 0 ) ;
setangle( knee + right
, pend( fase+90 , amp , -amp ) , 0 , 0 ) ;
setangle( arm
, pend( fase , amp , 0 ) , 0 , 0 ) ;
setangle( arm + right
, pend( fase+180 , amp , 0 ) , 0 , 0 ) ;
setangle( elbow
, pend( fase-90 , amp , -amp ) , 0 , 0 ) ;
setangle( elbow+right
, pend( fase+90 , amp , -amp ) , 0 , 0 ) ;
setangle( neck+right
, 0 , 0 , pend( fase*2 , amp/2 , 0 ) ) ;
}
*/
/*
void walkbug(
GLfloat fase , GLfloat amp )
{
int i ;
for ( i=0 ; i < limmax ; i++ )
{
setangle( i , 0,0,0 ) ;
}
for ( i=itail+1 ; i<itail+21 ; i++ )
{
setangle( i , -12,0,0 ) ;
}
for ( i=0 ; i<3 ; i++ )
{
setangle( ileg+i
,0,0,post(pend(i*180-fase,20,0)));
setangle( iknee+i
,pend(i*180+fase+90,20,0),0,0);
setangle( ileg+i+iright
,0,0,-post(pend(i*180+fase+180,20,0)));
setangle( iknee+i+iright
,pend(i*180+fase+90,20,0),0,0);
}
setangle( iarm,0,-60,0);
setangle( ielbow,0,80,0);
setangle( iarm+iright,0,60,0);
setangle( ielbow+iright,0,-80,0);
}
*/
void skycar( int i )
{
if ( i < 4 ) i = 4 ;
glPushMatrix() ;
setbox( 0,0,0
, 1.4 , 1 , 3 ) ;
elipse( i , i ) ;
setbox( 0,.8,0 , .8,.8,1.6 ) ;
elipse( i , i ) ;
glPushMatrix() ;
glTranslatef( 0,-1,2 ) ;
glRotatef( -30 , 1,0,0 ) ;
setbox( 0,0,0 , .15,.7,.15 ) ;
cilinder( i , .2,.2 , false , false ) ;
setbox( 0,-1,0,.3,.3,.3) ;
elipse( 6 , 6 ) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef( .5,-1,-2 ) ;
glRotatef( 30 , 0,0,1 ) ;
setbox( 0,0,0 , .15,.7,.15 ) ;
cilinder( i , .15,.15 , false , false ) ;
setbox( 0,-1,0,.3,.3,.3) ;
elipse( 6 , 6 ) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef( -.5,-1,-2 ) ;
glRotatef( -30 , 0,0,1 ) ;
setbox( 0,0,0 , .15,.7,.15 ) ;
cilinder( i , .15,.15 , false , false ) ;
setbox( 0,-1,0,.3,.3,.3) ;
elipse( 6 , 6 ) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef( 0,1,3 ) ;
glRotatef( 30 , 1,0,0 ) ;
setbox( 0,0,0 , .2,1,.5 ) ;
cilinder( i , .02,.05 , false , false ) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef( 0,.5,2 ) ;
glRotatef( 90 , 0,0,1 ) ;
setbox( 0,0,0 , .2,1.5,.5 ) ;
cilinder( i,.2,.5 , false,false ) ;
glPopMatrix() ;
glPushMatrix() ;
glTranslatef( 0,-.5,-2 ) ;
glRotatef( 90 , 0,0,1 ) ;
setbox( 0,0,0 , .2,1.5,.5 ) ;
cilinder( i,.2,.5 , false,false ) ;
glPopMatrix() ;
glPushMatrix() ;
child( 2,-.5,-2, arm , XYZ ) ;
setbox( 0 , 0 , 0
, .5 , .1 , .7 ) ;
torus( i , i ) ;
glPopMatrix() ;
glPushMatrix() ;
child( -2,-.5,-2, arm+right , XYZ ) ;
setbox( 0 , 0 , 0
, .5 , .1 , .7 ) ;
torus( i , i ) ;
glPopMatrix() ;
glPushMatrix() ;
child( 2,.5,2, leg , XYZ ) ;
setbox( 0 , 0 , 0
, .5 , .1 , .7 ) ;
torus( i , i ) ;
glPopMatrix() ;
glPushMatrix() ;
child( -2,.5,2, leg+right , XYZ ) ;
setbox( 0 , 0 , 0
, .5 , .1 , .7 ) ;
torus( i , i ) ;
glPopMatrix() ;
glPopMatrix() ;
}
//@game
void initScene()
{
MessageBox( NULL
, "A openGL demo .\n\n"
"Instrucktions :\n"
"mouse :\n"
"- turn left right .\n"
"- move forward back .\n"
"keys :\n"
"- cursor : left right up down .\n"
// "- space : fire .\n"
"- esc : quit game .\n"
"TEAM 11 members on this poject :\n"
"- blua rigro .\n"
, "SHAPES .", 0 ) ;
// randomize
srand(static_cast<unsigned int>(clock()));
// put camara on start spot
human.x = 0 ;
human.y = .3 ;
human.z = 0 ;
int i ;
// put all Qbe on start spot
for ( i = 0 ; i < Qmax ; i++ )
{
Qbe[ i ].x =
rndrange( -MAZE_MAX , MAZE_MAX ) ;
Qbe[ i ].y =
rndrange( 3 , 7 ) ;
Qbe[ i ].z =
rndrange( -MAZE_MAX , MAZE_MAX ) ;
Qbe[ i ].angle =
rndrange( 0 , 360 ) ; ;
Qbe[ i ].state = 0 ;
}
for ( i = 0 ; i < TREE_MAX ; i++ )
{
tree[ i ].x =
rndrange( -MAZE_MAX*2 , MAZE_MAX*2 ) ;
tree[ i ].y = rnd()*rnd()*2+1 ;
tree[ i ].z =
rndrange( -MAZE_MAX*2 , MAZE_MAX*2 ) ;
}

}
GLfloat hill( int i , int j )
{
return
( sin( (i*5.0+j*2.0) / MAZE_MAX * M_PI )
+ sin( (i*2.0-j*5.0) / MAZE_MAX * M_PI )
+ sin( (-i*3.0+j*7.0) / MAZE_MAX*M_PI )
+ sin( (-i*7.0-j*3.0)/MAZE_MAX*M_PI)
+ cos( i*1.0 / MAZE_MAX * M_PI ) * 2
+ cos( i*1.0 / MAZE_MAX * M_PI ) * 2
) * cos(i*1.0/MAZE_MAX*M_PI)
* cos(j*1.0/MAZE_MAX*M_PI) - 8;
}
int DrawGLScene( GLvoid ) // Here's Where We Do All The Drawing
{
glClear( GL_COLOR_BUFFER_BIT
| GL_DEPTH_BUFFER_BIT ) ; // Clear Screen And Depth B

GLfloat hoek = human.angle*M_PI/180 ;

GLfloat speed = .1f ;
human.dx = 0 ;
human.dy = 0 ;
human.dz = 0 ;
if ( keys[ VK_ESCAPE ] )
{
PostQuitMessage( 0 ) ;
}
if ( keys[ VK_DOWN ] && human.y > .3 )
{
human.dy = -speed ;
}
if ( mouse_y > winy * 4 / 5 )
{
human.dz = cos( hoek ) * speed ;
human.dx = -sin( hoek ) * speed ;
}
if ( keys[ VK_UP ] && human.y < 5 )
{
human.dy = speed ;
}
if ( mouse_y < winy / 5 )
{
human.dz = -cos( hoek ) * speed ;
human.dx = sin( hoek ) * speed ;
}
if ( keys[ VK_RIGHT ] )
{
human.dz = sin( hoek ) * speed ;
human.dx = cos( hoek ) * speed ;
}
if ( mouse_x > winx * 4 / 5 )
{
human.angle += 0.5f ;
}
if ( keys[ VK_LEFT ] )
{
human.dz = -sin( hoek ) * speed ;
human.dx = -cos( hoek ) * speed ;
}
if ( mouse_x < winx / 5 )
{
human.angle -= 0.5f ;
}

setmat( BLACK , WHITE , BLACK , 1 ) ;
glLoadIdentity(); // Reset The Current Modelview Matrix
setlight( GL_LIGHT1
, RED_LIGHT_LOC , RED ) ;
setlight( GL_LIGHT2
, GREEN_LIGHT_LOC , GREEN ) ;
setlight( GL_LIGHT3
, BLUE_LIGHT_LOC , BLUE ) ;

setangle( arm , 60,0,0 ) ;
setangle( arm+right , 60,0,0 ) ;
setangle( leg , 60,0,0 ) ;
setangle( leg+right , 60,0,0 ) ;
setmat( BLACK , WHITE , BLACK , 1 ) ;
glPushMatrix() ;
setbox( 0,-2,-2 , .7,.7,3 ) ;
elipse( 32 , 32 ) ;
glPopMatrix() ;
glRotatef( human.angle , 0.0f , 1.0f , 0.0f ) ;
glTranslatef( -human.x
, -human.y-2 , -human.z ) ;

int i , j , k ;
bool wall = false ;

for ( i = -MAZE_MAX ; i < MAZE_MAX ; i++ )
{
for ( j = -MAZE_MAX ; j < MAZE_MAX ; j++ )
{
if ( j+i & 1 )
{
setmat( BLACK
, GREEN , BLACK , 0 ) ;
}
else
{
setmat( BLACK
, LGREEN , BLACK , 0 ) ;
}
point( 0 , i*4-2
, 0 , j*4-2 ) ;
point( 1 , i*4-2
, 0 , j*4+2 ) ;
point( 2 , i*4+2
, 0 , j*4+2 ) ;
point( 3 , i*4+2
, 0 , j*4-2 ) ;
quad( 0 , 1 , 2 , 3 ) ;
}
}
/*
setmat( BLACK
, GREEN , BLACK , 0 ) ;
point( 0 , MAZE_MAX*3 , 0 , MAZE_MAX*3 ) ;
point( 1 , MAZE_MAX*3 , 0 , -MAZE_MAX*3 ) ;
point( 2 , -MAZE_MAX*3 , 0 , -MAZE_MAX*3 ) ;
point( 3 , -MAZE_MAX*3 , 0 , MAZE_MAX*3 ) ;
quad( 0 , 1 , 2 , 3 ) ;
*/
// do animal behavure
/* GLfloat CLR[] =
{ sin( rquad * M_PI / 180 - M_PI*2/3 ) / 2 + .5
, sin( rquad * M_PI / 180 + M_PI*2/3 ) / 2 + .5
, sin( rquad * M_PI / 180 ) / 2 + .5 , 1 } ;
*/
for ( k = 0 ; k < Qmax ; k++ )
{
Qbe[ k ].dx =
sin( Qbe[ k ].angle
* M_PI / 180 ) ;
Qbe[ k ].dz =
cos( Qbe[ k ].angle
* M_PI / 180 ) ;
}
for ( i = 0 ; i < Qmax ; i++ )
{
/*
Qbe[ i ].tel-- ;
if ( Qbe[ i ].tel < 0 )
{
Qbe[ i ].tel =
(int)rndrange( 10 , 50 ) ;
Qbe[ i ].state =
(int)rndrange( -1 , 1 ) ;
}
if ( Qbe[ i ].state == 1 )
{
Qbe[ i ].angle += 2 ;
}
if ( Qbe[ i ].state == -1 )
{
Qbe[ i ].angle -= 2 ;
}
*/
// update coordinates
Qbe[ i ].x -= Qbe[ i ].dx*speed*.7 ;
Qbe[ i ].y -= Qbe[ i ].dy*speed*.7 ;
Qbe[ i ].z -= Qbe[ i ].dz*speed*.7 ;
// keep animal in world
if ( Qbe[ i ].x < -MAZE_MAX*2 )
{
Qbe[ i ].x = MAZE_MAX*2 ;
}
if ( Qbe[ i ].x > MAZE_MAX*2 )
{
Qbe[ i ].x = -MAZE_MAX*2 ;
}
if ( Qbe[ i ].z < -MAZE_MAX*2 )
{
Qbe[ i ].z = MAZE_MAX*2 ;
}
if ( Qbe[ i ].z > MAZE_MAX*2 )
{
Qbe[ i ].z = -MAZE_MAX*2 ;
}
GLfloat l =
lenght( human.x-Qbe.x
, human.y-Qbe.y
, human.z-Qbe.z ) ;
// draw Qbe animal
switch( i % 8 )
{
case 0 :
setmat( BLACK , RED , BLACK , 1 ) ;
break ;
case 1 :
setmat( BLACK , GREEN , BLACK , 1 ) ;
break ;
case 2 :
setmat( BLACK , YELLOW , BLACK , 1 ) ;
break ;
case 3 :
setmat( BLACK , BLUE , BLACK , 1 ) ;
break ;
case 4 :
setmat( BLACK , MAGENTA , BLACK , 1 ) ;
break ;
case 5 :
setmat( BLACK , CYAN , BLACK , 1 ) ;
break ;
case 6 :
setmat( BLACK , WHITE , BLACK , 1 ) ;
break ;
default :
setmat( BLACK , GRAY , BLACK , 1 ) ;
}
glPushMatrix() ;
glTranslatef(
Qbe[ i ].x
, Qbe[ i ].y
, Qbe[ i ].z ) ;
glRotatef( Qbe[ i ].angle ,0,1,0 ) ;
glScalef( .5 , .5 , .5 ) ;
skycar( (int)( 32 / (l/10+1) ) ) ;
glPopMatrix() ;
setmat( BLACK , BLACK , BLACK , 0 ) ;
glPushMatrix() ;
glTranslatef(
Qbe[ i ].x
, .1
, Qbe[ i ].z ) ;
glRotatef( Qbe[ i ].angle ,0,1,0 ) ;
glScalef( .5 , 0 , .5 ) ;
skycar( (int)( 32 / (l/7+1) ) ) ;
glPopMatrix() ;
}
for ( i = 0 ; i < TREE_MAX ; i++ )
{
GLfloat l =
lenght( human.x-Qbe.x
, human.y-Qbe.y
, human.z-Qbe.z ) ;
setmat( BLACK , GREEN , BLACK , 0 ) ;
glPushMatrix() ;
setbox(
tree[ i ].x
, tree[ i ].y * 1.4
, tree[ i ].z
, tree[ i ].y/2
, tree[ i ].y
, tree[ i ].y/2 ) ;
cilinder(
6,0,0,false,false ) ;
glPopMatrix() ;
setmat( BLACK , BLACK , BLACK , 0 ) ;
glPushMatrix() ;
setbox(
tree[ i ].x
, .1
, tree[ i ].z
, tree[ i ].y/2
, 0
, tree[ i ].y/2 ) ;
cilinder(
6,0,0,false,false) ;

;
glPopMatrix() ;
}
human.x += human.dx ;
human.y += human.dy ;
human.z += human.dz ;
if ( human.x < -MAZE_MAX*2 )
{
human.x = MAZE_MAX*2 ;
}
if ( human.x > MAZE_MAX*2 )
{
human.x = -MAZE_MAX*2 ;
}
if ( human.z < -MAZE_MAX*2 )
{
human.z = MAZE_MAX*2 ;
}
if ( human.z > MAZE_MAX*2 )
{
human.z = -MAZE_MAX*2 ;
}
rquad += 6 ;

return TRUE ; // Keep Going
}

//@opengl + @windows
void setlight( int no , GLfloat* loc , GLfloat* clr )
{
glLightfv( no , GL_AMBIENT , BLACK ) ;
glLightfv( no , GL_DIFFUSE , clr ) ;
glLightfv( no , GL_POSITION , loc ) ;
glLightfv( no , GL_SPECULAR , clr ) ;
glEnable( no ) ;
}
void setmat( GLfloat* ambiant
, GLfloat* difuse
, GLfloat* specular
, GLfloat shine )
{
glMaterialfv( GL_FRONT_AND_BACK , GL_AMBIENT , ambiant ) ;
glMaterialfv( GL_FRONT_AND_BACK , GL_DIFFUSE , difuse ) ;
glMaterialfv( GL_FRONT_AND_BACK , GL_SPECULAR , specular ) ;
glMaterialf( GL_FRONT_AND_BACK , GL_AMBIENT , shine ) ;
glShadeModel( GL_FLAT ) ;
}
void setfog( GLfloat min , GLfloat max
, int mode , GLfloat* clr , GLfloat dens )
{
glFogi( GL_FOG_MODE , mode ) ;
glFogf( GL_FOG_START , min ) ;
glFogf( GL_FOG_END , max ) ;
glFogfv( GL_FOG_COLOR , clr ) ;
glFogf( GL_FOG_DENSITY , dens ) ;
glEnable( GL_FOG ) ;
}
int InitGL( GLvoid ) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.5f, 0.5f, 1.0f, 1.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glEnable( GL_LIGHTING ) ;

initScene() ;

return TRUE ; // Initialization Went OK
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
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_CREATE :
SetTimer( hWnd
, FRAME_TIMER
, 20 , NULL ) ;
break ;
case WM_TIMER :
switch( wParam )
{
case FRAME_TIMER :
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ( ( active
&& !DrawGLScene() )
|| keys[ VK_ESCAPE ] ) // Active? Was There A Quit Received?
{
PostQuitMessage( 0 ) ; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
HDC hdc ;
PAINTSTRUCT paint ;
hdc = BeginPaint( hWnd , &paint ) ;
SwapBuffers( hdc ) ; // Swap Buffers (Double Buffering)
}
}
}
return 0 ;
case WM_ACTIVATE : // Watch For Window Activate Message
{
if ( !HIWORD( wParam ) ) // Check Minimization State
{
active = TRUE ; // Program Is Active
}
else
{
active = FALSE ; // Program Is No Longer Active
}
return 0 ; // Return To The Message Loop
}
case WM_SYSCOMMAND : // Intercept System Commands
{
switch ( wParam ) // Check System Calls
{
case SC_SCREENSAVE : // Screensaver Trying To Start?
case SC_MONITORPOWER : // Monitor Trying To Enter Powersave?
return 0 ; // Prevent From Happening
}
break ; // Exit
}
case WM_CLOSE : // Did We Receive A Close Message?
{
PostQuitMessage( 0 ) ; // Send A Quit Message
return 0 ; // Jump Back
}
case WM_KEYDOWN : // Is A Key Being Held Down?
{
key_shift = GetKeyState( VK_SHIFT ) ;
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_LBUTTONDOWN :
left_button = true ;
break ;
case WM_MBUTTONDOWN :
;
break ;
case WM_RBUTTONDOWN :
right_button = true ;
break ;
case WM_MOUSEMOVE :
mouse_x = LOWORD( lParam ) ;
mouse_y = HIWORD( lParam ) ;
break ;
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(
LOWORD( lParam )
, HIWORD( lParam ) ) ; // LoWord=Width, HiWord=Height
winx = LOWORD( lParam ) ;
winy = HIWORD( lParam ) ;
return 0; // Jump Back
}
// case WM_PAINT :
// PAINTSTRUCT paint ;
// hdc = BeginPaint( hWnd , &paint ) ;
// break ;
}
// 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

// {
// fullscreen=FALSE; // Windowed Mode
// }

// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
//draw scene
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 Solid Object Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

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

void text( int x , int y
, char* txt
, char* fontname
, int fontsize , int clr )
{
LOGFONT logfont = { } ;
// init all members to 0
strcpy( logfont.lfFaceName
, fontname ) ; // max 31+1 chars
logfont.lfHeight = fontsize ;
HFONT font =
CreateFontIndirect( &logfont ) ;
HFONT oldfont =
(HFONT)SelectObject( hdc , font ) ;
SetBkMode( hdc , TRANSPARENT ) ;
SetTextColor( hdc , clr ) ;
TextOut( hdc , x , y , txt
, strlen( txt ) ) ;
SelectObject( hdc , oldfont ) ;
DeleteObject( font ) ;
}

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