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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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      Hi everyone,
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      Video: 
       
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      Renderer Class
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      Window Class:
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      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
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      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
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      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
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      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
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      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
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      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
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