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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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oce

Add new shapes in lesson 25

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Hello,
I am having trouble adding a new shape to morph to along with the original shapes in lesson 25. If you could give an example of how to add a cube or a pyramid it would clarify as to how to go about adding new shapes.

Here is my code (with new portions in red):
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]#include[/color][/size][/color][/size]

[size="2"][color="#a31515"][size="2"][color="#a31515"]<windows.h>[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Header File For Windows[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]#include[/color][/size][/color][/size]

[size="2"][color="#a31515"][size="2"][color="#a31515"]<math.h>[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Math Library Header File[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]#include[/color][/size][/color][/size]

[size="2"][color="#a31515"][size="2"][color="#a31515"]<stdio.h>[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Header File For Standard Input/Output[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]#include[/color][/size][/color][/size]

[size="2"][color="#a31515"][size="2"][color="#a31515"]<gl\gl.h>[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Header File For The OpenGL32 Library[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]#include[/color][/size][/color][/size]

[size="2"][color="#a31515"][size="2"][color="#a31515"]<gl\glu.h>[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Header File For The GLu32 Library[/color][/size][/color][/size]
[size="2"]HDC hDC=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Device Context Handle[/color][/size][/color][/size]
[size="2"]HGLRC hRC=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Rendering Context Handle[/color][/size][/color][/size]
[size="2"]HWND hWnd=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Handle[/color][/size][/color][/size]
[size="2"]HINSTANCE hInstance; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Instance Handle[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]bool[/color][/size][/color][/size]

[size="2"]keys[256]; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Key Array[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]bool[/color][/size][/color][/size]

[size="2"]active=TRUE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Program's Active[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]bool[/color][/size][/color][/size]

[size="2"]fullscreen=TRUE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Default Fullscreen To True[/color][/size][/color][/size]
[size="2"]GLfloat xrot,yrot,zrot, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// X, Y & Z Rotation[/color][/size][/color][/size]
[size="2"]xspeed,yspeed,zspeed, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// X, Y & Z Spin Speed[/color][/size][/color][/size]
[size="2"]cx,cy,cz=-15; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// X, Y & Z Position[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size]

[size="2"]key=1; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Used To Make Sure Same Morph Key Is Not Pressed[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size]

[size="2"]step=0,steps=10; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Step Counter And Maximum Number Of Steps[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]bool[/color][/size][/color][/size]

[size="2"]morph=FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Default morph To False (Not Morphing)[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]typedef[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]struct[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Structure For 3D Points[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]float[/color][/size][/color][/size][size="2"] x, y, z; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// X, Y & Z Points[/color][/size][/color][/size]
[size="2"]} VERTEX; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Called VERTEX[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]typedef[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]struct[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Structure For An Object[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] verts; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Number Of Vertices For The Object[/color][/size][/color][/size]
[size="2"]VERTEX *points; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// One Vertice (Vertex x,y & z)[/color][/size][/color][/size]
[size="2"]} OBJECT; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Called OBJECT[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size]

[size="2"]maxver; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Will Eventually Hold The Maximum Number Of Vertices[/color][/size][/color][/size]
[size="2"]OBJECT morph1,morph2,morph3,morph4,[color=#FF0000]morph5,[/color] [color="#ff0000"]//new morph object[/color][/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Our 4 Morphable Objects (morph1,2,3 & 4)[/color][/size][/color][/size]
[size="2"]helper,*sour,*dest; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Helper Object, Source Object, Destination Object[/color][/size][/color][/size]
[size="2"]LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Declaration[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]void[/color][/size][/color][/size]

[size="2"]objallocate(OBJECT *k,[/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] n) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Allocate Memory For Each Object[/color][/size][/color][/size]
[size="2"]{ [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// And Defines points[/color][/size][/color][/size]
[size="2"]k->points=(VERTEX*)malloc([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]sizeof[/color][/size][/color][/size][size="2"](VERTEX)*n); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Sets points Equal To VERTEX * Number Of Vertices[/color][/size][/color][/size]
[size="2"]} [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// (3 Points For Each Vertice)[/color][/size][/color][/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]void[/color][/size][/color][/size]

[size="2"]objfree(OBJECT *k) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Frees The Object (Releasing The Memory)[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]free(k->points); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Frees Points[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]void[/color][/size][/color][/size]

[size="2"]readstr(FILE *f,[/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]char[/color][/size][/color][/size][size="2"] *string) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Reads A String From File (f)[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]do[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Do This[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]fgets(string, 255, f); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Gets A String Of 255 Chars Max From f (File)[/color][/size][/color][/size]
[size="2"]} [/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]while[/color][/size][/color][/size][size="2"] ((string[0] == [/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'/'[/color][/size][/color][/size][size="2"]) || (string[0] == [/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'\n'[/color][/size][/color][/size][size="2"]));[/size][size="2"][color="#008000"][size="2"][color="#008000"]// Until End Of Line Is Reached[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"]; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]void[/color][/size][/color][/size]

[size="2"]objload([/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]char[/color][/size][/color][/size][size="2"] *name,OBJECT *k) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Loads Object From File (name)[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] ver; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Will Hold Vertice Count[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]float[/color][/size][/color][/size][size="2"] rx,ry,rz; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Hold Vertex X, Y & Z Position[/color][/size][/color][/size]
[size="2"]FILE *filein; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Filename To Open[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]char[/color][/size][/color][/size][size="2"] oneline[255]; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Holds One Line Of Text (255 Chars Max)[/color][/size][/color][/size]
[size="2"]filein = fopen(name, [/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"rt"[/color][/size][/color][/size][size="2"]); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Opens The File For Reading Text In Translated Mode[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// CTRL Z Symbolizes End Of File In Translated Mode[/color][/size][/color][/size]
[size="2"]readstr(filein,oneline); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jumps To Code That Reads One Line Of Text From The File[/color][/size][/color][/size]
[size="2"]sscanf(oneline, [/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Vertices: %d\n"[/color][/size][/color][/size][size="2"], &ver); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Scans Text For "Vertices: ". Number After Is Stored In ver[/color][/size][/color][/size]
[size="2"]k->verts=ver; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets Objects verts Variable To Equal The Value Of ver[/color][/size][/color][/size]
[size="2"]objallocate(k,ver); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jumps To Code That Allocates Ram To Hold The Object[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]for[/color][/size][/color][/size][size="2"] ([/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] i=0;i<ver;i++) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Loops Through The Vertices[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]readstr(filein,oneline); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reads In The Next Line Of Text[/color][/size][/color][/size]
[size="2"]sscanf(oneline, [/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"%f %f %f"[/color][/size][/color][/size][size="2"], &rx, &ry, &rz); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Searches For 3 Floating Point Numbers, Store In rx,ry & rz[/color][/size][/color][/size]
[size="2"]k->points[i].x = rx; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets Objects (k) points.x Value To rx[/color][/size][/color][/size]
[size="2"]k->points[i].y = ry; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets Objects (k) points.y Value To ry[/color][/size][/color][/size]
[size="2"]k->points[i].z = rz; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets Objects (k) points.z Value To rz[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]fclose(filein); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Close The File[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](ver>maxver) maxver=ver; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// If ver Is Greater Than maxver Set maxver Equal To ver[/color][/size][/color][/size]
[size="2"]} [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Keeps Track Of Highest Number Of Vertices Used In Any Of The[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Objects[/color][/size][/color][/size]
[size="2"]VERTEX calculate([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] i) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Calculates Movement Of Points During Morphing[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]VERTEX a; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Temporary Vertex Called a[/color][/size][/color][/size]
[size="2"]a.x=(sour->points[i].x-dest->points[i].x)/steps; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// a.x Value Equals Source x - Destination x Divided By Steps[/color][/size][/color][/size]
[size="2"]a.y=(sour->points[i].y-dest->points[i].y)/steps; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// a.y Value Equals Source y - Destination y Divided By Steps[/color][/size][/color][/size]
[size="2"]a.z=(sour->points[i].z-dest->points[i].z)/steps; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// a.z Value Equals Source z - Destination z Divided By Steps[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] a; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return The Results[/color][/size][/color][/size]
[size="2"]} [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// This Makes Points Move At A Speed So They All Get To Their[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Destination At The Same Time[/color][/size][/color][/size]
[size="2"]GLvoid ReSizeGLScene(GLsizei width, GLsizei height) [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Resize And Initialize The GL Window[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (height==0) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Prevent A Divide By Zero By[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]height=1; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Making Height Equal One[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]glViewport(0,0,width,height); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Current Viewport[/color][/size][/color][/size]
[size="2"]glMatrixMode(GL_PROJECTION); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Select The Projection Matrix[/color][/size][/color][/size]
[size="2"]glLoadIdentity(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Projection Matrix[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Calculate The Aspect Ratio Of The Window[/color][/size][/color][/size]
[size="2"]gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);[/size]
[size="2"]glMatrixMode(GL_MODELVIEW); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Select The Modelview Matrix[/color][/size][/color][/size]
[size="2"]glLoadIdentity(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Modelview Matrix[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size]

[size="2"]InitGL(GLvoid) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// All Setup For OpenGL Goes Here[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]glBlendFunc(GL_SRC_ALPHA,GL_ONE); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set The Blending Function For Translucency[/color][/size][/color][/size]
[size="2"]glClearColor(0.0f, 0.0f, 0.0f, 0.0f); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// This Will Clear The Background Color To Black[/color][/size][/color][/size]
[size="2"]glClearDepth(1.0); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Enables Clearing Of The Depth Buffer[/color][/size][/color][/size]
[size="2"]glDepthFunc(GL_LESS); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// The Type Of Depth Test To Do[/color][/size][/color][/size]
[size="2"]glEnable(GL_DEPTH_TEST); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Enables Depth Testing[/color][/size][/color][/size]
[size="2"]glShadeModel(GL_SMOOTH); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Enables Smooth Color Shading[/color][/size][/color][/size]
[size="2"]glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Really Nice Perspective Calculations[/color][/size][/color][/size]
[size="2"]maxver=0; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets Max Vertices To 0 By Default[/color][/size][/color][/size]
[size="2"]objload([/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"data/sphere.txt"[/color][/size][/color][/size][size="2"],&morph1); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Load The First Object Into morph1 From File sphere.txt[/color][/size][/color][/size]
[size="2"]objload([/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"data/torus.txt"[/color][/size][/color][/size][size="2"],&morph2); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Load The Second Object Into morph2 From File torus.txt[/color][/size][/color][/size]
[size="2"]objload([/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"data/tube.txt"[/color][/size][/color][/size][size="2"],&morph3); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Load The Third Object Into morph3 From File tube.txt[/color][/size][/color][/size]
[color=#FF0000][size="2"]objload([/size][/color]
[color=#FF0000][size="2"][size="2"]"data/tube2.txt"[/size][/size][size="2"],&morph5); //new call for loading of vertices from file (note: vertices were copied from 1 of the original files to see if object would appear but failed[/size][/color]
[size="2"]objallocate(&morph4,24); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Manually Reserver Ram For A 4th 468 Vertice Object (morph4)[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]for[/color][/size][/color][/size][size="2"]([/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] i=0;i<24;i++) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Loop Through All 468 Vertices[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]morph4.points[i].x=(([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]float[/color][/size][/color][/size][size="2"])(rand()%14000)/1000)-7; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// morph4 x Point Becomes A Random Float Value From -7 to 7[/color][/size][/color][/size]
[size="2"]morph4.points[i].y=(([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]float[/color][/size][/color][/size][size="2"])(rand()%14000)/1000)-7; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// morph4 y Point Becomes A Random Float Value From -7 to 7[/color][/size][/color][/size]
[size="2"]morph4.points[i].z=(([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]float[/color][/size][/color][/size][size="2"])(rand()%14000)/1000)-7; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// morph4 z Point Becomes A Random Float Value From -7 to 7[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]objload([/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"data/sphere.txt"[/color][/size][/color][/size][size="2"],&helper); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Load sphere.txt Object Into Helper (Used As Starting Point)[/color][/size][/color][/size]
[size="2"]sour=dest=&morph1; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Source & Destination Are Set To Equal First Object (morph1)[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] TRUE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Initialization Went OK[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]void[/color][/size][/color][/size]

[size="2"]DrawGLScene(GLvoid) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Here's Where We Do All The Drawing[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Clear The Screen And The Depth Buffer[/color][/size][/color][/size]
[size="2"]glLoadIdentity(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The View[/color][/size][/color][/size]
[size="2"]glTranslatef(cx,cy,cz); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Translate The The Current Position To Start Drawing[/color][/size][/color][/size]
[size="2"]glRotatef(xrot,1,0,0); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Rotate On The X Axis By xrot[/color][/size][/color][/size]
[size="2"]glRotatef(yrot,0,1,0); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Rotate On The Y Axis By yrot[/color][/size][/color][/size]
[size="2"]glRotatef(zrot,0,0,1); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Rotate On The Z Axis By zrot[/color][/size][/color][/size]
[size="2"]xrot+=xspeed; yrot+=yspeed; zrot+=zspeed; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Increase xrot,yrot & zrot by xspeed, yspeed & zspeed[/color][/size][/color][/size]
[size="2"]GLfloat tx,ty,tz; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Temp X, Y & Z Variables[/color][/size][/color][/size]
[size="2"]VERTEX q; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Holds Returned Calculated Values For One Vertex[/color][/size][/color][/size]
[size="2"]glBegin(GL_POINTS); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Begin Drawing Points[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]for[/color][/size][/color][/size][size="2"]([/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] i=0;i<morph1.verts;i++) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Loop Through All The Verts Of morph1 (All Objects Have[/color][/size][/color][/size]
[size="2"]{ [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// The Same Amount Of Verts For Simplicity, Could Use maxver Also)[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](morph) q=calculate(i); [/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size][size="2"] q.x=q.y=q.z=0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// If morph Is True Calculate Movement Otherwise Movement=0[/color][/size][/color][/size]
[size="2"]helper.points[i].x-=q.x; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Subtract q.x Units From helper.points[i].x (Move On X Axis)[/color][/size][/color][/size]
[size="2"]helper.points[i].y-=q.y; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Subtract q.y Units From helper.points[i].y (Move On Y Axis)[/color][/size][/color][/size]
[size="2"]helper.points[i].z-=q.z; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Subtract q.z Units From helper.points[i].z (Move On Z Axis)[/color][/size][/color][/size]
[size="2"]tx=helper.points[i].x; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Make Temp X Variable Equal To Helper's X Variable[/color][/size][/color][/size]
[size="2"]ty=helper.points[i].y; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Make Temp Y Variable Equal To Helper's Y Variable[/color][/size][/color][/size]
[size="2"]tz=helper.points[i].z; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Make Temp Z Variable Equal To Helper's Z Variable[/color][/size][/color][/size]
[size="2"]glColor3f(0,1,1); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set Color To A Bright Shade Of Off Blue[/color][/size][/color][/size]
[size="2"]glVertex3f(tx,ty,tz); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Draw A Point At The Current Temp Values (Vertex)[/color][/size][/color][/size]
[size="2"]glColor3f(0,0.5f,1); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Darken Color A Bit[/color][/size][/color][/size]
[size="2"]tx-=2*q.x; ty-=2*q.y; ty-=2*q.y; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Calculate Two Positions Ahead[/color][/size][/color][/size]
[size="2"]glVertex3f(tx,ty,tz); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Draw A Second Point At The Newly Calculate Position[/color][/size][/color][/size]
[size="2"]glColor3f(0,0,1); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set Color To A Very Dark Blue[/color][/size][/color][/size]
[size="2"]tx-=2*q.x; ty-=2*q.y; ty-=2*q.y; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Calculate Two More Positions Ahead[/color][/size][/color][/size]
[size="2"]glVertex3f(tx,ty,tz); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Draw A Third Point At The Second New Position[/color][/size][/color][/size]

[size="2"]} [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// This Creates A Ghostly Tail As Points Move[/color][/size][/color][/size]
[size="2"]glEnd(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Done Drawing Points[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// If We're Morphing And We Haven't Gone Through All 200 Steps Increase Our Step Counter[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Otherwise Set Morphing To False, Make Source=Destination And Set The Step Counter Back To Zero.[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](morph && step<=steps)step++; [/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size][size="2"] { morph=FALSE; sour=dest; step=0;}[/size]
[size="2"]}[/size]
[size="2"]GLvoid KillGLWindow(GLvoid) [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Properly Kill The Window[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]objfree(&morph1); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jump To Code To Release morph1 Allocated Ram[/color][/size][/color][/size]
[size="2"]objfree(&morph2); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jump To Code To Release morph2 Allocated Ram[/color][/size][/color][/size]
[size="2"]objfree(&morph3); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jump To Code To Release morph3 Allocated Ram[/color][/size][/color][/size]
[size="2"]objfree(&morph4); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jump To Code To Release morph4 Allocated Ram[/color][/size][/color][/size]
[color=#FF0000][size="2"]objfree(&morph5);[/size][/color]
[size="2"]objfree(&helper); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Jump To Code To Release helper Allocated Ram[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (fullscreen) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We In Fullscreen Mode?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]ChangeDisplaySettings(NULL,0); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// If So Switch Back To The Desktop[/color][/size][/color][/size]
[size="2"]ShowCursor(TRUE); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Show Mouse Pointer[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (hRC) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Do We Have A Rendering Context?[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!wglMakeCurrent(NULL,NULL)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Release The DC And RC Contexts?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Release Of DC And RC Failed."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"SHUTDOWN ERROR"[/color][/size][/color][/size][size="2"],MB_OK | MB_ICONINFORMATION);[/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!wglDeleteContext(hRC)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Delete The RC?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Release Rendering Context Failed."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"SHUTDOWN ERROR"[/color][/size][/color][/size][size="2"],MB_OK | MB_ICONINFORMATION);[/size]
[size="2"]}[/size]
[size="2"]hRC=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set RC To NULL[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (hDC && !ReleaseDC(hWnd,hDC)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Release The DC[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Release Device Context Failed."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"SHUTDOWN ERROR"[/color][/size][/color][/size][size="2"],MB_OK | MB_ICONINFORMATION);[/size]
[size="2"]hDC=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set DC To NULL[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (hWnd && !DestroyWindow(hWnd)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Destroy The Window?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Could Not Release hWnd."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"SHUTDOWN ERROR"[/color][/size][/color][/size][size="2"],MB_OK | MB_ICONINFORMATION);[/size]
[size="2"]hWnd=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set hWnd To NULL[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!UnregisterClass([/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"OpenGL"[/color][/size][/color][/size][size="2"],hInstance)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Unregister Class[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Could Not Unregister Class."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"SHUTDOWN ERROR"[/color][/size][/color][/size][size="2"],MB_OK | MB_ICONINFORMATION);[/size]
[size="2"]hInstance=NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set hInstance To NULL[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]}[/size]
[size="2"][color="#008000"][size="2"][color="#008000"]/* This Code Creates Our OpenGL Window. Parameters Are: *[/color][/size][/color][/size]
[size="2"][color="#008000"][size="2"][color="#008000"]* title - Title To Appear At The Top Of The Window *[/color][/size][/color][/size]
[size="2"][color="#008000"][size="2"][color="#008000"]* width - Width Of The GL Window Or Fullscreen Mode *[/color][/size][/color][/size]
[size="2"][color="#008000"][size="2"][color="#008000"]* height - Height Of The GL Window Or Fullscreen Mode *[/color][/size][/color][/size]
[size="2"][color="#008000"][size="2"][color="#008000"]* bits - Number Of Bits To Use For Color (8/16/24/32) *[/color][/size][/color][/size]
[size="2"][color="#008000"][size="2"][color="#008000"]* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */[/color][/size][/color][/size]
[size="2"]BOOL CreateGLWindow([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]char[/color][/size][/color][/size][size="2"]* title, [/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] width, [/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] height, [/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] bits, [/size][size="2"][color="#0000ff"][size="2"][color="#0000ff"]bool[/color][/size][/color][/size][size="2"] fullscreenflag)[/size]
[size="2"]{[/size]
[size="2"]GLuint PixelFormat; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Holds The Results After Searching For A Match[/color][/size][/color][/size]
[size="2"]WNDCLASS wc; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Windows Class Structure[/color][/size][/color][/size]
[size="2"]DWORD dwExStyle; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Extended Style[/color][/size][/color][/size]
[size="2"]DWORD dwStyle; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Style[/color][/size][/color][/size]
[size="2"]RECT WindowRect; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Grabs Rectangle Upper Left / Lower Right Values[/color][/size][/color][/size]
[size="2"]WindowRect.left=([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]long[/color][/size][/color][/size][size="2"])0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Set Left Value To 0[/color][/size][/color][/size]
[size="2"]WindowRect.right=([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]long[/color][/size][/color][/size][size="2"])width; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Set Right Value To Requested Width[/color][/size][/color][/size]
[size="2"]WindowRect.top=([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]long[/color][/size][/color][/size][size="2"])0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Set Top Value To 0[/color][/size][/color][/size]
[size="2"]WindowRect.bottom=([/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]long[/color][/size][/color][/size][size="2"])height; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Set Bottom Value To Requested Height[/color][/size][/color][/size]
[size="2"]fullscreen=fullscreenflag; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set The Global Fullscreen Flag[/color][/size][/color][/size]
[size="2"]hInstance = GetModuleHandle(NULL); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Grab An Instance For Our Window[/color][/size][/color][/size]
[size="2"]wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Redraw On Size, And Own DC For Window.[/color][/size][/color][/size]
[size="2"]wc.lpfnWndProc = (WNDPROC) WndProc; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// WndProc Handles Messages[/color][/size][/color][/size]
[size="2"]wc.cbClsExtra = 0; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Extra Window Data[/color][/size][/color][/size]
[size="2"]wc.cbWndExtra = 0; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Extra Window Data[/color][/size][/color][/size]
[size="2"]wc.hInstance = hInstance; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set The Instance[/color][/size][/color][/size]
[size="2"]wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Load The Default Icon[/color][/size][/color][/size]
[size="2"]wc.hCursor = LoadCursor(NULL, IDC_ARROW); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Load The Arrow Pointer[/color][/size][/color][/size]
[size="2"]wc.hbrBackground = NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Background Required For GL[/color][/size][/color][/size]
[size="2"]wc.lpszMenuName = NULL; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// We Don't Want A Menu[/color][/size][/color][/size]
[size="2"]wc.lpszClassName = [/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"OpenGL"[/color][/size][/color][/size][size="2"]; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Set The Class Name[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!RegisterClass(&wc)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Attempt To Register The Window Class[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Failed To Register The Window Class."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (fullscreen) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Attempt Fullscreen Mode?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]DEVMODE dmScreenSettings; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Device Mode[/color][/size][/color][/size]
[size="2"]memset(&dmScreenSettings,0,[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]sizeof[/color][/size][/color][/size][size="2"](dmScreenSettings)); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Makes Sure Memory's Cleared[/color][/size][/color][/size]
[size="2"]dmScreenSettings.dmSize=[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]sizeof[/color][/size][/color][/size][size="2"](dmScreenSettings); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Size Of The Devmode Structure[/color][/size][/color][/size]
[size="2"]dmScreenSettings.dmPelsWidth = width; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Selected Screen Width[/color][/size][/color][/size]
[size="2"]dmScreenSettings.dmPelsHeight = height; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Selected Screen Height[/color][/size][/color][/size]
[size="2"]dmScreenSettings.dmBitsPerPel = bits; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Selected Bits Per Pixel[/color][/size][/color][/size]
[size="2"]dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)[/size]
[size="2"]{[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (MessageBox(NULL,[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"NeHe GL"[/color][/size][/color][/size][size="2"],MB_YESNO|MB_ICONEXCLAMATION)==IDYES)[/size]
[size="2"]{[/size]
[size="2"]fullscreen=FALSE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Windowed Mode Selected. Fullscreen = FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Pop Up A Message Box Letting User Know The Program Is Closing.[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Program Will Now Close."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONSTOP);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]}[/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (fullscreen) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Still In Fullscreen Mode?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]dwExStyle=WS_EX_APPWINDOW; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Extended Style[/color][/size][/color][/size]
[size="2"]dwStyle=WS_POPUP; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Windows Style[/color][/size][/color][/size]
[size="2"]ShowCursor(FALSE); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Hide Mouse Pointer[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Extended Style[/color][/size][/color][/size]
[size="2"]dwStyle=WS_OVERLAPPEDWINDOW; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Windows Style[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Adjust Window To True Requested Size[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Create The Window[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!(hWnd=CreateWindowEx( dwExStyle, [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Extended Style For The Window[/color][/size][/color][/size]

[size="2"][color="#a31515"][size="2"][color="#a31515"]"OpenGL"[/color][/size][/color][/size][size="2"], [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Class Name[/color][/size][/color][/size]
[size="2"]title, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Title[/color][/size][/color][/size]
[size="2"]dwStyle | [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Defined Window Style[/color][/size][/color][/size]
[size="2"]WS_CLIPSIBLINGS | [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Required Window Style[/color][/size][/color][/size]
[size="2"]WS_CLIPCHILDREN, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Required Window Style[/color][/size][/color][/size]
[size="2"]0, 0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Window Position[/color][/size][/color][/size]
[size="2"]WindowRect.right-WindowRect.left, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Calculate Window Width[/color][/size][/color][/size]
[size="2"]WindowRect.bottom-WindowRect.top, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Calculate Window Height[/color][/size][/color][/size]
[size="2"]NULL, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Parent Window[/color][/size][/color][/size]
[size="2"]NULL, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Menu[/color][/size][/color][/size]
[size="2"]hInstance, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Instance[/color][/size][/color][/size]
[size="2"]NULL))) [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Dont Pass Anything To WM_CREATE[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Window Creation Error."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]static[/color][/size][/color][/size][size="2"] PIXELFORMATDESCRIPTOR pfd= [/size][size="2"][color="#008000"][size="2"][color="#008000"]// pfd Tells Windows How We Want Things To Be[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]sizeof[/color][/size][/color][/size][size="2"](PIXELFORMATDESCRIPTOR), [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Size Of This Pixel Format Descriptor[/color][/size][/color][/size]
[size="2"]1, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Version Number[/color][/size][/color][/size]
[size="2"]PFD_DRAW_TO_WINDOW | [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Format Must Support Window[/color][/size][/color][/size]
[size="2"]PFD_SUPPORT_OPENGL | [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Format Must Support OpenGL[/color][/size][/color][/size]
[size="2"]PFD_DOUBLEBUFFER, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Must Support Double Buffering[/color][/size][/color][/size]
[size="2"]PFD_TYPE_RGBA, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Request An RGBA Format[/color][/size][/color][/size]
[size="2"]bits, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Select Our Color Depth[/color][/size][/color][/size]
[size="2"]0, 0, 0, 0, 0, 0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Color Bits Ignored[/color][/size][/color][/size]
[size="2"]0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Alpha Buffer[/color][/size][/color][/size]
[size="2"]0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Shift Bit Ignored[/color][/size][/color][/size]
[size="2"]0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Accumulation Buffer[/color][/size][/color][/size]
[size="2"]0, 0, 0, 0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Accumulation Bits Ignored[/color][/size][/color][/size]
[size="2"]16, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// 16Bit Z-Buffer (Depth Buffer) [/color][/size][/color][/size]
[size="2"]0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Stencil Buffer[/color][/size][/color][/size]
[size="2"]0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// No Auxiliary Buffer[/color][/size][/color][/size]
[size="2"]PFD_MAIN_PLANE, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Main Drawing Layer[/color][/size][/color][/size]
[size="2"]0, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reserved[/color][/size][/color][/size]
[size="2"]0, 0, 0 [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Layer Masks Ignored[/color][/size][/color][/size]
[size="2"]};[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!(hDC=GetDC(hWnd))) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Did We Get A Device Context?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Can't Create A GL Device Context."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Did Windows Find A Matching Pixel Format?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Can't Find A Suitable PixelFormat."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](!SetPixelFormat(hDC,PixelFormat,&pfd)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Set The Pixel Format?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Can't Set The PixelFormat."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!(hRC=wglCreateContext(hDC))) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Are We Able To Get A Rendering Context?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Can't Create A GL Rendering Context."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](!wglMakeCurrent(hDC,hRC)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Try To Activate The Rendering Context[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Can't Activate The GL Rendering Context."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]ShowWindow(hWnd,SW_SHOW); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Show The Window[/color][/size][/color][/size]
[size="2"]SetForegroundWindow(hWnd); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Slightly Higher Priority[/color][/size][/color][/size]
[size="2"]SetFocus(hWnd); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets Keyboard Focus To The Window[/color][/size][/color][/size]
[size="2"]ReSizeGLScene(width, height); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set Up Our Perspective GL Screen[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!InitGL()) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Initialize Our Newly Created GL Window[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Reset The Display[/color][/size][/color][/size]
[size="2"]MessageBox(NULL,[/size]
[size="2"][color="#a31515"][size="2"][color="#a31515"]"Initialization Failed."[/color][/size][/color][/size][size="2"],[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"ERROR"[/color][/size][/color][/size][size="2"],MB_OK|MB_ICONEXCLAMATION);[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] FALSE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return FALSE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] TRUE; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Success[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]LRESULT CALLBACK WndProc( HWND hWnd, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Handle For This Window[/color][/size][/color][/size]
[size="2"]UINT uMsg, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Message For This Window[/color][/size][/color][/size]
[size="2"]WPARAM wParam, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Additional Message Information[/color][/size][/color][/size]
[size="2"]LPARAM lParam) [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Additional Message Information[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]switch[/color][/size][/color][/size][size="2"] (uMsg) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Check For Windows Messages[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] WM_ACTIVATE: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Watch For Window Activate Message[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!HIWORD(wParam)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Check Minimization State[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]active=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Program Is Active[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Otherwise[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]active=FALSE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Program Is No Longer Active[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Return To The Message Loop[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] WM_SYSCOMMAND: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Intercept System Commands[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]switch[/color][/size][/color][/size][size="2"] (wParam) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Check System Calls[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] SC_SCREENSAVE: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Screensaver Trying To Start?[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] SC_MONITORPOWER: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Monitor Trying To Enter Powersave?[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Prevent From Happening[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]break[/color][/size][/color][/size][size="2"]; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Exit[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] WM_CLOSE: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Did We Receive A Close Message?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]PostQuitMessage(0); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Send A Quit Message[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Jump Back[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] WM_KEYDOWN: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is A Key Being Held Down?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]keys[wParam] = TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// If So, Mark It As TRUE[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Jump Back[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] WM_KEYUP: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Has A Key Been Released?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]keys[wParam] = FALSE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// If So, Mark It As FALSE[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Jump Back[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]case[/color][/size][/color][/size][size="2"] WM_SIZE: [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Resize The OpenGL Window[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// LoWord=Width, HiWord=Height[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Jump Back[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]}[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Pass All Unhandled Messages To DefWindowProc[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] DefWindowProc(hWnd,uMsg,wParam,lParam);[/size]
[size="2"]}[/size]
[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size]

[size="2"]WINAPI WinMain( HINSTANCE hInstance, [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Instance[/color][/size][/color][/size]
[size="2"]HINSTANCE hPrevInstance, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Previous Instance[/color][/size][/color][/size]
[size="2"]LPSTR lpCmdLine, [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Command Line Parameters[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]int[/color][/size][/color][/size][size="2"] nCmdShow) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Window Show State[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]MSG msg; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Windows Message Structure[/color][/size][/color][/size]
[size="2"]BOOL done=FALSE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Bool Variable To Exit Loop[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Ask The User Which Screen Mode They Prefer[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (MessageBox(NULL,[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"Would You Like To Run In Fullscreen Mode?"[/color][/size][/color][/size][size="2"], [/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"Start FullScreen?"[/color][/size][/color][/size][size="2"],MB_YESNO|MB_ICONQUESTION)==IDNO)[/size]
[size="2"]{[/size]
[size="2"]fullscreen=FALSE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Windowed Mode[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Create Our OpenGL Window[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!CreateGLWindow([/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"Piotr Cieslak & NeHe's Morphing Points Tutorial"[/color][/size][/color][/size][size="2"],640,480,16,fullscreen))[/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Quit If Window Was Not Created[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]while[/color][/size][/color][/size][size="2"](!done) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Loop That Runs While done=FALSE[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is There A Message Waiting?[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (msg.message==WM_QUIT) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Have We Received A Quit Message?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]done=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// If So done=TRUE[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// If Not, Deal With Window Messages[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]TranslateMessage(&msg); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Translate The Message[/color][/size][/color][/size]
[size="2"]DispatchMessage(&msg); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Dispatch The Message[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// If There Are No Messages[/color][/size][/color][/size]
[size="2"]{[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (active && keys[VK_ESCAPE]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Active? Was There A Quit Received?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]done=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// ESC or DrawGLScene Signalled A Quit[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]else[/color][/size][/color][/size] [size="2"][color="#008000"][size="2"][color="#008000"]// Not Time To Quit, Update Screen[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]DrawGLScene(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Draw The Scene (Don't Draw When Inactive 1% CPU Use)[/color][/size][/color][/size]
[size="2"]SwapBuffers(hDC); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Swap Buffers (Double Buffering)[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](keys[VK_PRIOR]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Page Up Being Pressed?[/color][/size][/color][/size]
[size="2"]zspeed+=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Increase zspeed[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](keys[VK_NEXT]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Page Down Being Pressed?[/color][/size][/color][/size]
[size="2"]zspeed-=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Decrease zspeed[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](keys[VK_DOWN]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Down Arrow Being Pressed?[/color][/size][/color][/size]
[size="2"]xspeed+=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Increase xspeed[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](keys[VK_UP]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Up Arrow Being Pressed?[/color][/size][/color][/size]
[size="2"]xspeed-=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Decrease xspeed[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](keys[VK_RIGHT]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Right Arrow Being Pressed?[/color][/size][/color][/size]
[size="2"]yspeed+=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Increase yspeed[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"](keys[VK_LEFT]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Left Arrow Being Pressed?[/color][/size][/color][/size]
[size="2"]yspeed-=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Decrease yspeed[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'Q'[/color][/size][/color][/size][size="2"]]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Q Key Being Pressed?[/color][/size][/color][/size]
[size="2"]cz-=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Move Object Away From Viewer[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'Z'[/color][/size][/color][/size][size="2"]]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is Z Key Being Pressed?[/color][/size][/color][/size]
[size="2"]cz+=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Move Object Towards Viewer[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'W'[/color][/size][/color][/size][size="2"]]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is W Key Being Pressed?[/color][/size][/color][/size]
[size="2"]cy+=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Move Object Up[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'S'[/color][/size][/color][/size][size="2"]]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is S Key Being Pressed?[/color][/size][/color][/size]
[size="2"]cy-=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Move Object Down[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'D'[/color][/size][/color][/size][size="2"]]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is D Key Being Pressed?[/color][/size][/color][/size]
[size="2"]cx+=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Move Object Right[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'A'[/color][/size][/color][/size][size="2"]]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is A Key Being Pressed?[/color][/size][/color][/size]
[size="2"]cx-=0.01f; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Move Object Left[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'1'[/color][/size][/color][/size][size="2"]] && (key!=1) && !morph) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is 1 Pressed, key Not Equal To 1 And Morph False?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]key=1; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets key To 1 (To Prevent Pressing 1 2x In A Row)[/color][/size][/color][/size]
[size="2"]morph=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set morph To True (Starts Morphing Process)[/color][/size][/color][/size]
[size="2"]dest=&morph1; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Destination Object To Morph To Becomes morph1[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'2'[/color][/size][/color][/size][size="2"]] && (key!=2) && !morph) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is 2 Pressed, key Not Equal To 2 And Morph False?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]key=2; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets key To 2 (To Prevent Pressing 2 2x In A Row)[/color][/size][/color][/size]
[size="2"]morph=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set morph To True (Starts Morphing Process)[/color][/size][/color][/size]
[size="2"]dest=&morph2; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Destination Object To Morph To Becomes morph2[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'3'[/color][/size][/color][/size][size="2"]] && (key!=3) && !morph) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is 3 Pressed, key Not Equal To 3 And Morph False?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]key=3; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets key To 3 (To Prevent Pressing 3 2x In A Row)[/color][/size][/color][/size]
[size="2"]morph=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set morph To True (Starts Morphing Process)[/color][/size][/color][/size]
[size="2"]dest=&morph3; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Destination Object To Morph To Becomes morph3[/color][/size][/color][/size]
[size="2"]}[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[[/size][size="2"][color="#a31515"][size="2"][color="#a31515"]'4'[/color][/size][/color][/size][size="2"]] && (key!=4) && !morph) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is 4 Pressed, key Not Equal To 4 And Morph False?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]key=4; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Sets key To 4 (To Prevent Pressing 4 2x In A Row)[/color][/size][/color][/size]
[size="2"]morph=TRUE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Set morph To True (Starts Morphing Process)[/color][/size][/color][/size]
[size="2"]dest=&morph4; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Destination Object To Morph To Becomes morph4[/color][/size][/color][/size]
[size="2"]}[/size]

[color=#FF0000][size="2"][size="2"]if[/size][/size][size="2"] (keys[[/size][size="2"][size="2"]'5'[/size][/size][size="2"]] && (key!=5) && !morph)[/size][/color]
[color=#FF0000][size="2"]{[/size][/color]
[color=#FF0000][size="2"]key=5;[/size][/color]
[color=#FF0000][size="2"]morph=TRUE;[/size][/color]
[color=#FF0000][size="2"]dest=&morph5;[/size][/color]
[color=#FF0000][size="2"]}[/size][/color]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (keys[VK_F1]) [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Is F1 Being Pressed?[/color][/size][/color][/size]
[size="2"]{[/size]
[size="2"]keys[VK_F1]=FALSE; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// If So Make Key FALSE[/color][/size][/color][/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Kill Our Current Window[/color][/size][/color][/size]
[size="2"]fullscreen=!fullscreen; [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Toggle Fullscreen / Windowed Mode[/color][/size][/color][/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Recreate Our OpenGL Window[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]if[/color][/size][/color][/size][size="2"] (!CreateGLWindow([/size][size="2"][color="#a31515"][size="2"][color="#a31515"]"Piotr Cieslak & NeHe's Morphing Points Tutorial"[/color][/size][/color][/size][size="2"],640,480,16,fullscreen))[/size]
[size="2"]{[/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] 0; [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Quit If Window Was Not Created[/color][/size][/color][/size]
[size="2"]}[/size]
[size="2"]}[/size]
[size="2"]}[/size]
[size="2"]}[/size]
[size="2"]}[/size]

[size="2"][color="#008000"][size="2"][color="#008000"]// Shutdown[/color][/size][/color][/size]
[size="2"]KillGLWindow(); [/size]
[size="2"][color="#008000"][size="2"][color="#008000"]// Kill The Window[/color][/size][/color][/size]

[size="2"][color="#0000ff"][size="2"][color="#0000ff"]return[/color][/size][/color][/size][size="2"] (msg.wParam); [/size][size="2"][color="#008000"][size="2"][color="#008000"]// Exit The Program[/color][/size][/color][/size]
[size="2"]}[/size]


[size=5][color=#FF0000][b]// When I run the code as is above all other objects appear and morph properly but when I press the '5' key in an attempt to morph to the object by reading the file of vertices (that I copied from one of the originals) it gives me an error [/b][/color][b]"Unhandled exception at 0x004370cf in Lesson25.exe: 0xC0000005: Access violation reading location 0x00000000." [color="#ff0000"]And it places an arrow at the line[/color][/b][/size]
[size=5][b]"a.x=(sour->points[i].x-dest->points[i].x)/steps;" [color=#FF0000]If you could help it would be greatly appreciated!![/color][/b][/size]
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