mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
party like it's 1999
This commit is contained in:
BIN
Data/Mud.bmp
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BIN
Data/Mud.bmp
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Binary file not shown.
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After Width: | Height: | Size: 192 KiB |
160
Data/World.txt
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160
Data/World.txt
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@@ -0,0 +1,160 @@
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NUMPOLLIES 36
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// Floor 1
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-3.0 0.0 -3.0 0.0 6.0
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-3.0 0.0 3.0 0.0 0.0
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||||
3.0 0.0 3.0 6.0 0.0
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||||
|
||||
-3.0 0.0 -3.0 0.0 6.0
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||||
3.0 0.0 -3.0 6.0 6.0
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||||
3.0 0.0 3.0 6.0 0.0
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||||
|
||||
// Ceiling 1
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-3.0 1.0 -3.0 0.0 6.0
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||||
-3.0 1.0 3.0 0.0 0.0
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||||
3.0 1.0 3.0 6.0 0.0
|
||||
-3.0 1.0 -3.0 0.0 6.0
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3.0 1.0 -3.0 6.0 6.0
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3.0 1.0 3.0 6.0 0.0
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||||
|
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// A1
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|
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-2.0 1.0 -2.0 0.0 1.0
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||||
-2.0 0.0 -2.0 0.0 0.0
|
||||
-0.5 0.0 -2.0 1.5 0.0
|
||||
-2.0 1.0 -2.0 0.0 1.0
|
||||
-0.5 1.0 -2.0 1.5 1.0
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||||
-0.5 0.0 -2.0 1.5 0.0
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||||
|
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// A2
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|
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2.0 1.0 -2.0 2.0 1.0
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2.0 0.0 -2.0 2.0 0.0
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||||
0.5 0.0 -2.0 0.5 0.0
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||||
2.0 1.0 -2.0 2.0 1.0
|
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0.5 1.0 -2.0 0.5 1.0
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||||
0.5 0.0 -2.0 0.5 0.0
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||||
|
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// B1
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|
||||
-2.0 1.0 2.0 2.0 1.0
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||||
-2.0 0.0 2.0 2.0 0.0
|
||||
-0.5 0.0 2.0 0.5 0.0
|
||||
-2.0 1.0 2.0 2.0 1.0
|
||||
-0.5 1.0 2.0 0.5 1.0
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-0.5 0.0 2.0 0.5 0.0
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|
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// B2
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|
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2.0 1.0 2.0 2.0 1.0
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2.0 0.0 2.0 2.0 0.0
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||||
0.5 0.0 2.0 0.5 0.0
|
||||
2.0 1.0 2.0 2.0 1.0
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||||
0.5 1.0 2.0 0.5 1.0
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0.5 0.0 2.0 0.5 0.0
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||||
|
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// C1
|
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|
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-2.0 1.0 -2.0 0.0 1.0
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-2.0 0.0 -2.0 0.0 0.0
|
||||
-2.0 0.0 -0.5 1.5 0.0
|
||||
-2.0 1.0 -2.0 0.0 1.0
|
||||
-2.0 1.0 -0.5 1.5 1.0
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||||
-2.0 0.0 -0.5 1.5 0.0
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||||
|
||||
// C2
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|
||||
-2.0 1.0 2.0 2.0 1.0
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||||
-2.0 0.0 2.0 2.0 0.0
|
||||
-2.0 0.0 0.5 0.5 0.0
|
||||
-2.0 1.0 2.0 2.0 1.0
|
||||
-2.0 1.0 0.5 0.5 1.0
|
||||
-2.0 0.0 0.5 0.5 0.0
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||||
|
||||
// D1
|
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|
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2.0 1.0 -2.0 0.0 1.0
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2.0 0.0 -2.0 0.0 0.0
|
||||
2.0 0.0 -0.5 1.5 0.0
|
||||
2.0 1.0 -2.0 0.0 1.0
|
||||
2.0 1.0 -0.5 1.5 1.0
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||||
2.0 0.0 -0.5 1.5 0.0
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||||
|
||||
// D2
|
||||
|
||||
2.0 1.0 2.0 2.0 1.0
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||||
2.0 0.0 2.0 2.0 0.0
|
||||
2.0 0.0 0.5 0.5 0.0
|
||||
2.0 1.0 2.0 2.0 1.0
|
||||
2.0 1.0 0.5 0.5 1.0
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||||
2.0 0.0 0.5 0.5 0.0
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||||
|
||||
// Upper hallway - L
|
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-0.5 1.0 -3.0 0.0 1.0
|
||||
-0.5 0.0 -3.0 0.0 0.0
|
||||
-0.5 0.0 -2.0 1.0 0.0
|
||||
-0.5 1.0 -3.0 0.0 1.0
|
||||
-0.5 1.0 -2.0 1.0 1.0
|
||||
-0.5 0.0 -2.0 1.0 0.0
|
||||
|
||||
// Upper hallway - R
|
||||
0.5 1.0 -3.0 0.0 1.0
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||||
0.5 0.0 -3.0 0.0 0.0
|
||||
0.5 0.0 -2.0 1.0 0.0
|
||||
0.5 1.0 -3.0 0.0 1.0
|
||||
0.5 1.0 -2.0 1.0 1.0
|
||||
0.5 0.0 -2.0 1.0 0.0
|
||||
|
||||
// Lower hallway - L
|
||||
-0.5 1.0 3.0 0.0 1.0
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||||
-0.5 0.0 3.0 0.0 0.0
|
||||
-0.5 0.0 2.0 1.0 0.0
|
||||
-0.5 1.0 3.0 0.0 1.0
|
||||
-0.5 1.0 2.0 1.0 1.0
|
||||
-0.5 0.0 2.0 1.0 0.0
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||||
|
||||
// Lower hallway - R
|
||||
0.5 1.0 3.0 0.0 1.0
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||||
0.5 0.0 3.0 0.0 0.0
|
||||
0.5 0.0 2.0 1.0 0.0
|
||||
0.5 1.0 3.0 0.0 1.0
|
||||
0.5 1.0 2.0 1.0 1.0
|
||||
0.5 0.0 2.0 1.0 0.0
|
||||
|
||||
|
||||
// Left hallway - Lw
|
||||
|
||||
-3.0 1.0 0.5 1.0 1.0
|
||||
-3.0 0.0 0.5 1.0 0.0
|
||||
-2.0 0.0 0.5 0.0 0.0
|
||||
-3.0 1.0 0.5 1.0 1.0
|
||||
-2.0 1.0 0.5 0.0 1.0
|
||||
-2.0 0.0 0.5 0.0 0.0
|
||||
|
||||
// Left hallway - Hi
|
||||
|
||||
-3.0 1.0 -0.5 1.0 1.0
|
||||
-3.0 0.0 -0.5 1.0 0.0
|
||||
-2.0 0.0 -0.5 0.0 0.0
|
||||
-3.0 1.0 -0.5 1.0 1.0
|
||||
-2.0 1.0 -0.5 0.0 1.0
|
||||
-2.0 0.0 -0.5 0.0 0.0
|
||||
|
||||
// Right hallway - Lw
|
||||
|
||||
3.0 1.0 0.5 1.0 1.0
|
||||
3.0 0.0 0.5 1.0 0.0
|
||||
2.0 0.0 0.5 0.0 0.0
|
||||
3.0 1.0 0.5 1.0 1.0
|
||||
2.0 1.0 0.5 0.0 1.0
|
||||
2.0 0.0 0.5 0.0 0.0
|
||||
|
||||
// Right hallway - Hi
|
||||
|
||||
3.0 1.0 -0.5 1.0 1.0
|
||||
3.0 0.0 -0.5 1.0 0.0
|
||||
2.0 0.0 -0.5 0.0 0.0
|
||||
3.0 1.0 -0.5 1.0 1.0
|
||||
2.0 1.0 -0.5 0.0 1.0
|
||||
2.0 0.0 -0.5 0.0 0.0
|
||||
691
Lesson10.cpp
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691
Lesson10.cpp
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@@ -0,0 +1,691 @@
|
||||
/*
|
||||
* This Code Was Created By Lionel Brits & Jeff Molofee 2000
|
||||
* A HUGE Thanks To Fredric Echols For Cleaning Up
|
||||
* And Optimizing The Base Code, Making It More Flexible!
|
||||
* If You've Found This Code Useful, Please Let Me Know.
|
||||
* Visit My Site At nehe.gamedev.net
|
||||
*/
|
||||
|
||||
#include <windows.h> // Header File For Windows
|
||||
#include <math.h> // Math Library Header File
|
||||
#include <stdio.h> // Header File For Standard Input/Output
|
||||
#include <gl\gl.h> // Header File For The OpenGL32 Library
|
||||
#include <gl\glu.h> // Header File For The GLu32 Library
|
||||
#include <gl\glaux.h> // Header File For The Glaux Library
|
||||
|
||||
HDC hDC=NULL; // Private GDI Device Context
|
||||
HGLRC hRC=NULL; // Permanent Rendering Context
|
||||
HWND hWnd=NULL; // Holds Our Window Handle
|
||||
HINSTANCE hInstance; // Holds The Instance Of The Application
|
||||
|
||||
bool keys[256]; // Array Used For The Keyboard Routine
|
||||
bool active=TRUE; // Window Active Flag Set To TRUE By Default
|
||||
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
|
||||
bool blend; // Blending ON/OFF
|
||||
bool bp; // B Pressed?
|
||||
bool fp; // F Pressed?
|
||||
|
||||
const float piover180 = 0.0174532925f;
|
||||
float heading;
|
||||
float xpos;
|
||||
float zpos;
|
||||
|
||||
GLfloat yrot; // Y Rotation
|
||||
GLfloat walkbias = 0;
|
||||
GLfloat walkbiasangle = 0;
|
||||
GLfloat lookupdown = 0.0f;
|
||||
GLfloat z=0.0f; // Depth Into The Screen
|
||||
|
||||
GLuint filter; // Which Filter To Use
|
||||
GLuint texture[3]; // Storage For 3 Textures
|
||||
|
||||
typedef struct tagVERTEX
|
||||
{
|
||||
float x, y, z;
|
||||
float u, v;
|
||||
} VERTEX;
|
||||
|
||||
typedef struct tagTRIANGLE
|
||||
{
|
||||
VERTEX vertex[3];
|
||||
} TRIANGLE;
|
||||
|
||||
typedef struct tagSECTOR
|
||||
{
|
||||
int numtriangles;
|
||||
TRIANGLE* triangle;
|
||||
} SECTOR;
|
||||
|
||||
SECTOR sector1; // Our Model Goes Here:
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
|
||||
|
||||
void readstr(FILE *f,char *string)
|
||||
{
|
||||
do
|
||||
{
|
||||
fgets(string, 255, f);
|
||||
} while ((string[0] == '/') || (string[0] == '\n'));
|
||||
return;
|
||||
}
|
||||
|
||||
void SetupWorld()
|
||||
{
|
||||
float x, y, z, u, v;
|
||||
int numtriangles;
|
||||
FILE *filein;
|
||||
char oneline[255];
|
||||
filein = fopen("data/world.txt", "rt"); // File To Load World Data From
|
||||
|
||||
readstr(filein,oneline);
|
||||
sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
|
||||
|
||||
sector1.triangle = new TRIANGLE[numtriangles];
|
||||
sector1.numtriangles = numtriangles;
|
||||
for (int loop = 0; loop < numtriangles; loop++)
|
||||
{
|
||||
for (int vert = 0; vert < 3; vert++)
|
||||
{
|
||||
readstr(filein,oneline);
|
||||
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
|
||||
sector1.triangle[loop].vertex[vert].x = x;
|
||||
sector1.triangle[loop].vertex[vert].y = y;
|
||||
sector1.triangle[loop].vertex[vert].z = z;
|
||||
sector1.triangle[loop].vertex[vert].u = u;
|
||||
sector1.triangle[loop].vertex[vert].v = v;
|
||||
}
|
||||
}
|
||||
fclose(filein);
|
||||
return;
|
||||
}
|
||||
|
||||
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
|
||||
{
|
||||
FILE *File=NULL; // File Handle
|
||||
|
||||
if (!Filename) // Make Sure A Filename Was Given
|
||||
{
|
||||
return NULL; // If Not Return NULL
|
||||
}
|
||||
|
||||
File=fopen(Filename,"r"); // Check To See If The File Exists
|
||||
|
||||
if (File) // Does The File Exist?
|
||||
{
|
||||
fclose(File); // Close The Handle
|
||||
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
|
||||
}
|
||||
return NULL; // If Load Failed Return NULL
|
||||
}
|
||||
|
||||
int LoadGLTextures() // Load Bitmaps And Convert To Textures
|
||||
{
|
||||
int Status=FALSE; // Status Indicator
|
||||
|
||||
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
|
||||
|
||||
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
|
||||
|
||||
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
|
||||
if (TextureImage[0]=LoadBMP("Data/Mud.bmp"))
|
||||
{
|
||||
Status=TRUE; // Set The Status To TRUE
|
||||
|
||||
glGenTextures(3, &texture[0]); // Create Three Textures
|
||||
|
||||
// Create Nearest Filtered Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[0]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
|
||||
|
||||
// Create Linear Filtered Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[1]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
|
||||
|
||||
// Create MipMapped Texture
|
||||
glBindTexture(GL_TEXTURE_2D, texture[2]);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
|
||||
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
|
||||
}
|
||||
if (TextureImage[0]) // If Texture Exists
|
||||
{
|
||||
if (TextureImage[0]->data) // If Texture Image Exists
|
||||
{
|
||||
free(TextureImage[0]->data); // Free The Texture Image Memory
|
||||
}
|
||||
|
||||
free(TextureImage[0]); // Free The Image Structure
|
||||
}
|
||||
|
||||
return Status; // Return The Status
|
||||
}
|
||||
|
||||
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
|
||||
{
|
||||
if (height==0) // Prevent A Divide By Zero By
|
||||
{
|
||||
height=1; // Making Height Equal One
|
||||
}
|
||||
|
||||
glViewport(0,0,width,height); // Reset The Current Viewport
|
||||
|
||||
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
|
||||
glLoadIdentity(); // Reset The Projection Matrix
|
||||
|
||||
// Calculate The Aspect Ratio Of The Window
|
||||
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
|
||||
glLoadIdentity(); // Reset The Modelview Matrix
|
||||
}
|
||||
|
||||
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
|
||||
{
|
||||
if (!LoadGLTextures()) // Jump To Texture Loading Routine
|
||||
{
|
||||
return FALSE; // If Texture Didn't Load Return FALSE
|
||||
}
|
||||
|
||||
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
|
||||
glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
|
||||
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
|
||||
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
|
||||
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
|
||||
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
|
||||
|
||||
SetupWorld();
|
||||
|
||||
return TRUE; // Initialization Went OK
|
||||
}
|
||||
|
||||
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
|
||||
glLoadIdentity(); // Reset The View
|
||||
|
||||
GLfloat x_m, y_m, z_m, u_m, v_m;
|
||||
GLfloat xtrans = -xpos;
|
||||
GLfloat ztrans = -zpos;
|
||||
GLfloat ytrans = -walkbias-0.25f;
|
||||
GLfloat sceneroty = 360.0f - yrot;
|
||||
|
||||
int numtriangles;
|
||||
|
||||
glRotatef(lookupdown,1.0f,0,0);
|
||||
glRotatef(sceneroty,0,1.0f,0);
|
||||
|
||||
glTranslatef(xtrans, ytrans, ztrans);
|
||||
glBindTexture(GL_TEXTURE_2D, texture[filter]);
|
||||
|
||||
numtriangles = sector1.numtriangles;
|
||||
|
||||
// Process Each Triangle
|
||||
for (int loop_m = 0; loop_m < numtriangles; loop_m++)
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
glNormal3f( 0.0f, 0.0f, 1.0f);
|
||||
x_m = sector1.triangle[loop_m].vertex[0].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[0].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[0].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[0].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[0].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
|
||||
x_m = sector1.triangle[loop_m].vertex[1].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[1].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[1].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[1].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[1].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
|
||||
x_m = sector1.triangle[loop_m].vertex[2].x;
|
||||
y_m = sector1.triangle[loop_m].vertex[2].y;
|
||||
z_m = sector1.triangle[loop_m].vertex[2].z;
|
||||
u_m = sector1.triangle[loop_m].vertex[2].u;
|
||||
v_m = sector1.triangle[loop_m].vertex[2].v;
|
||||
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
|
||||
glEnd();
|
||||
}
|
||||
return TRUE; // Everything Went OK
|
||||
}
|
||||
|
||||
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
|
||||
{
|
||||
if (fullscreen) // Are We In Fullscreen Mode?
|
||||
{
|
||||
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
|
||||
ShowCursor(TRUE); // Show Mouse Pointer
|
||||
}
|
||||
|
||||
if (hRC) // Do We Have A Rendering Context?
|
||||
{
|
||||
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
|
||||
{
|
||||
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
}
|
||||
|
||||
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
|
||||
{
|
||||
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
}
|
||||
hRC=NULL; // Set RC To NULL
|
||||
}
|
||||
|
||||
if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
|
||||
{
|
||||
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
hDC=NULL; // Set DC To NULL
|
||||
}
|
||||
|
||||
if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
|
||||
{
|
||||
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
hWnd=NULL; // Set hWnd To NULL
|
||||
}
|
||||
|
||||
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
|
||||
{
|
||||
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
|
||||
hInstance=NULL; // Set hInstance To NULL
|
||||
}
|
||||
}
|
||||
|
||||
/* This Code Creates Our OpenGL Window. Parameters Are: *
|
||||
* title - Title To Appear At The Top Of The Window *
|
||||
* width - Width Of The GL Window Or Fullscreen Mode *
|
||||
* height - Height Of The GL Window Or Fullscreen Mode *
|
||||
* bits - Number Of Bits To Use For Color (8/16/24/32) *
|
||||
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
|
||||
|
||||
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
|
||||
{
|
||||
GLuint PixelFormat; // Holds The Results After Searching For A Match
|
||||
WNDCLASS wc; // Windows Class Structure
|
||||
DWORD dwExStyle; // Window Extended Style
|
||||
DWORD dwStyle; // Window Style
|
||||
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
|
||||
WindowRect.left=(long)0; // Set Left Value To 0
|
||||
WindowRect.right=(long)width; // Set Right Value To Requested Width
|
||||
WindowRect.top=(long)0; // Set Top Value To 0
|
||||
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
|
||||
|
||||
fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
|
||||
|
||||
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
|
||||
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
|
||||
wc.cbClsExtra = 0; // No Extra Window Data
|
||||
wc.cbWndExtra = 0; // No Extra Window Data
|
||||
wc.hInstance = hInstance; // Set The Instance
|
||||
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
|
||||
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
|
||||
wc.hbrBackground = NULL; // No Background Required For GL
|
||||
wc.lpszMenuName = NULL; // We Don't Want A Menu
|
||||
wc.lpszClassName = "OpenGL"; // Set The Class Name
|
||||
|
||||
if (!RegisterClass(&wc)) // Attempt To Register The Window Class
|
||||
{
|
||||
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
if (fullscreen) // Attempt Fullscreen Mode?
|
||||
{
|
||||
DEVMODE dmScreenSettings; // Device Mode
|
||||
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
|
||||
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
|
||||
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
|
||||
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
|
||||
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
|
||||
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
|
||||
|
||||
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
|
||||
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
|
||||
{
|
||||
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
|
||||
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
|
||||
{
|
||||
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
|
||||
}
|
||||
else
|
||||
{
|
||||
// Pop Up A Message Box Letting User Know The Program Is Closing.
|
||||
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (fullscreen) // Are We Still In Fullscreen Mode?
|
||||
{
|
||||
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
|
||||
dwStyle=WS_POPUP; // Windows Style
|
||||
ShowCursor(FALSE); // Hide Mouse Pointer
|
||||
}
|
||||
else
|
||||
{
|
||||
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
|
||||
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
|
||||
}
|
||||
|
||||
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
|
||||
|
||||
// Create The Window
|
||||
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
|
||||
"OpenGL", // Class Name
|
||||
title, // Window Title
|
||||
dwStyle | // Defined Window Style
|
||||
WS_CLIPSIBLINGS | // Required Window Style
|
||||
WS_CLIPCHILDREN, // Required Window Style
|
||||
0, 0, // Window Position
|
||||
WindowRect.right-WindowRect.left, // Calculate Window Width
|
||||
WindowRect.bottom-WindowRect.top, // Calculate Window Height
|
||||
NULL, // No Parent Window
|
||||
NULL, // No Menu
|
||||
hInstance, // Instance
|
||||
NULL))) // Dont Pass Anything To WM_CREATE
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
|
||||
{
|
||||
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
|
||||
1, // Version Number
|
||||
PFD_DRAW_TO_WINDOW | // Format Must Support Window
|
||||
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
|
||||
PFD_DOUBLEBUFFER, // Must Support Double Buffering
|
||||
PFD_TYPE_RGBA, // Request An RGBA Format
|
||||
bits, // Select Our Color Depth
|
||||
0, 0, 0, 0, 0, 0, // Color Bits Ignored
|
||||
0, // No Alpha Buffer
|
||||
0, // Shift Bit Ignored
|
||||
0, // No Accumulation Buffer
|
||||
0, 0, 0, 0, // Accumulation Bits Ignored
|
||||
16, // 16Bit Z-Buffer (Depth Buffer)
|
||||
0, // No Stencil Buffer
|
||||
0, // No Auxiliary Buffer
|
||||
PFD_MAIN_PLANE, // Main Drawing Layer
|
||||
0, // Reserved
|
||||
0, 0, 0 // Layer Masks Ignored
|
||||
};
|
||||
|
||||
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
ShowWindow(hWnd,SW_SHOW); // Show The Window
|
||||
SetForegroundWindow(hWnd); // Slightly Higher Priority
|
||||
SetFocus(hWnd); // Sets Keyboard Focus To The Window
|
||||
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
|
||||
|
||||
if (!InitGL()) // Initialize Our Newly Created GL Window
|
||||
{
|
||||
KillGLWindow(); // Reset The Display
|
||||
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
|
||||
return FALSE; // Return FALSE
|
||||
}
|
||||
|
||||
return TRUE; // Success
|
||||
}
|
||||
|
||||
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
|
||||
UINT uMsg, // Message For This Window
|
||||
WPARAM wParam, // Additional Message Information
|
||||
LPARAM lParam) // Additional Message Information
|
||||
{
|
||||
switch (uMsg) // Check For Windows Messages
|
||||
{
|
||||
case WM_ACTIVATE: // Watch For Window Activate Message
|
||||
{
|
||||
if (!HIWORD(wParam)) // Check Minimization State
|
||||
{
|
||||
active=TRUE; // Program Is Active
|
||||
}
|
||||
else
|
||||
{
|
||||
active=FALSE; // Program Is No Longer Active
|
||||
}
|
||||
|
||||
return 0; // Return To The Message Loop
|
||||
}
|
||||
|
||||
case WM_SYSCOMMAND: // Intercept System Commands
|
||||
{
|
||||
switch (wParam) // Check System Calls
|
||||
{
|
||||
case SC_SCREENSAVE: // Screensaver Trying To Start?
|
||||
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
|
||||
return 0; // Prevent From Happening
|
||||
}
|
||||
break; // Exit
|
||||
}
|
||||
|
||||
case WM_CLOSE: // Did We Receive A Close Message?
|
||||
{
|
||||
PostQuitMessage(0); // Send A Quit Message
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_KEYDOWN: // Is A Key Being Held Down?
|
||||
{
|
||||
keys[wParam] = TRUE; // If So, Mark It As TRUE
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_KEYUP: // Has A Key Been Released?
|
||||
{
|
||||
keys[wParam] = FALSE; // If So, Mark It As FALSE
|
||||
return 0; // Jump Back
|
||||
}
|
||||
|
||||
case WM_SIZE: // Resize The OpenGL Window
|
||||
{
|
||||
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
|
||||
return 0; // Jump Back
|
||||
}
|
||||
}
|
||||
|
||||
// Pass All Unhandled Messages To DefWindowProc
|
||||
return DefWindowProc(hWnd,uMsg,wParam,lParam);
|
||||
}
|
||||
|
||||
int WINAPI WinMain( HINSTANCE hInstance, // Instance
|
||||
HINSTANCE hPrevInstance, // Previous Instance
|
||||
LPSTR lpCmdLine, // Command Line Parameters
|
||||
int nCmdShow) // Window Show State
|
||||
{
|
||||
MSG msg; // Windows Message Structure
|
||||
BOOL done=FALSE; // Bool Variable To Exit Loop
|
||||
|
||||
// Ask The User Which Screen Mode They Prefer
|
||||
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
|
||||
{
|
||||
fullscreen=FALSE; // Windowed Mode
|
||||
}
|
||||
|
||||
// Create Our OpenGL Window
|
||||
if (!CreateGLWindow("Lionel Brits & NeHe's 3D World 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 The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
|
||||
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
|
||||
{
|
||||
done=TRUE; // ESC or DrawGLScene Signalled A Quit
|
||||
}
|
||||
else // Not Time To Quit, Update Screen
|
||||
{
|
||||
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
|
||||
if (keys['B'] && !bp)
|
||||
{
|
||||
bp=TRUE;
|
||||
blend=!blend;
|
||||
if (!blend)
|
||||
{
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
else
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
if (!keys['B'])
|
||||
{
|
||||
bp=FALSE;
|
||||
}
|
||||
|
||||
if (keys['F'] && !fp)
|
||||
{
|
||||
fp=TRUE;
|
||||
filter+=1;
|
||||
if (filter>2)
|
||||
{
|
||||
filter=0;
|
||||
}
|
||||
}
|
||||
if (!keys['F'])
|
||||
{
|
||||
fp=FALSE;
|
||||
}
|
||||
|
||||
if (keys[VK_PRIOR])
|
||||
{
|
||||
z-=0.02f;
|
||||
}
|
||||
|
||||
if (keys[VK_NEXT])
|
||||
{
|
||||
z+=0.02f;
|
||||
}
|
||||
|
||||
if (keys[VK_UP])
|
||||
{
|
||||
|
||||
xpos -= (float)sin(heading*piover180) * 0.05f;
|
||||
zpos -= (float)cos(heading*piover180) * 0.05f;
|
||||
if (walkbiasangle >= 359.0f)
|
||||
{
|
||||
walkbiasangle = 0.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
walkbiasangle+= 10;
|
||||
}
|
||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
||||
}
|
||||
|
||||
if (keys[VK_DOWN])
|
||||
{
|
||||
xpos += (float)sin(heading*piover180) * 0.05f;
|
||||
zpos += (float)cos(heading*piover180) * 0.05f;
|
||||
if (walkbiasangle <= 1.0f)
|
||||
{
|
||||
walkbiasangle = 359.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
walkbiasangle-= 10;
|
||||
}
|
||||
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
|
||||
}
|
||||
|
||||
if (keys[VK_RIGHT])
|
||||
{
|
||||
heading -= 1.0f;
|
||||
yrot = heading;
|
||||
}
|
||||
|
||||
if (keys[VK_LEFT])
|
||||
{
|
||||
heading += 1.0f;
|
||||
yrot = heading;
|
||||
}
|
||||
|
||||
if (keys[VK_PRIOR])
|
||||
{
|
||||
lookupdown-= 1.0f;
|
||||
}
|
||||
|
||||
if (keys[VK_NEXT])
|
||||
{
|
||||
lookupdown+= 1.0f;
|
||||
}
|
||||
|
||||
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("Lionel Brits & NeHe's 3D World Tutorial",640,480,16,fullscreen))
|
||||
{
|
||||
return 0; // Quit If Window Was Not Created
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shutdown
|
||||
KillGLWindow(); // Kill The Window
|
||||
return (msg.wParam); // Exit The Program
|
||||
}
|
||||
107
Lesson10.dsp
Normal file
107
Lesson10.dsp
Normal file
@@ -0,0 +1,107 @@
|
||||
# Microsoft Developer Studio Project File - Name="lesson10" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
|
||||
CFG=lesson10 - Win32 Debug
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "lesson10.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "lesson10.mak" CFG="lesson10 - Win32 Debug"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "lesson10 - Win32 Release" (based on "Win32 (x86) Application")
|
||||
!MESSAGE "lesson10 - Win32 Debug" (based on "Win32 (x86) Application")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""
|
||||
# PROP Scc_LocalPath ""
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "lesson10 - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "Release"
|
||||
# PROP BASE Intermediate_Dir "Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "Release"
|
||||
# PROP Intermediate_Dir "Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD CPP /nologo /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
|
||||
|
||||
!ELSEIF "$(CFG)" == "lesson10 - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir "Debug"
|
||||
# PROP BASE Intermediate_Dir "Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "Debug"
|
||||
# PROP Intermediate_Dir "Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "_MBCS" /YX /FD /GZ /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
# ADD LINK32 opengl32.lib glu32.lib glaux.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "lesson10 - Win32 Release"
|
||||
# Name "lesson10 - Win32 Debug"
|
||||
# Begin Group "Source Files"
|
||||
|
||||
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\lesson10.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl"
|
||||
# End Group
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe"
|
||||
# End Group
|
||||
# End Target
|
||||
# End Project
|
||||
29
Lesson10.dsw
Normal file
29
Lesson10.dsw
Normal file
@@ -0,0 +1,29 @@
|
||||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "lesson10"=.\lesson10.dsp - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
BIN
Lesson10.exe
Normal file
BIN
Lesson10.exe
Normal file
Binary file not shown.
16
NeHe's Readme.txt
Normal file
16
NeHe's Readme.txt
Normal file
@@ -0,0 +1,16 @@
|
||||
==========================================================================
|
||||
OpenGL Lesson 10: Loading And Moving Through A 3D World
|
||||
==========================================================================
|
||||
|
||||
Authors Name: Lionel Brits
|
||||
|
||||
Disclaimer:
|
||||
|
||||
This program may crash your system or run poorly depending on your
|
||||
hardware. The program and code contained in this archive was scanned
|
||||
for virii and has passed all test before it was put online. If you
|
||||
use this code in project of your own, send a shout out to the author!
|
||||
|
||||
==========================================================================
|
||||
NeHe Productions 1997-2004
|
||||
==========================================================================
|
||||
Reference in New Issue
Block a user