mirror of
https://github.com/ScrelliCopter/Lesson10-SDL3.git
synced 2025-02-21 07:19:26 +11:00
692 lines
22 KiB
C++
692 lines
22 KiB
C++
/*
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* This Code Was Created By Lionel Brits & Jeff Molofee 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing The Base Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit My Site At nehe.gamedev.net
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*/
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#include <windows.h> // Header File For Windows
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#include <math.h> // Math Library Header File
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#include <stdio.h> // Header File For Standard Input/Output
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#include <gl\gl.h> // Header File For The OpenGL32 Library
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#include <gl\glu.h> // Header File For The GLu32 Library
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#include <gl\glaux.h> // Header File For The Glaux Library
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HDC hDC=NULL; // Private GDI Device Context
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HGLRC hRC=NULL; // Permanent Rendering Context
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HWND hWnd=NULL; // Holds Our Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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bool keys[256]; // Array Used For The Keyboard Routine
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bool active=TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
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bool blend; // Blending ON/OFF
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bool bp; // B Pressed?
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bool fp; // F Pressed?
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const float piover180 = 0.0174532925f;
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float heading;
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float xpos;
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float zpos;
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GLfloat yrot; // Y Rotation
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GLfloat walkbias = 0;
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GLfloat walkbiasangle = 0;
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GLfloat lookupdown = 0.0f;
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GLfloat z=0.0f; // Depth Into The Screen
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GLuint filter; // Which Filter To Use
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GLuint texture[3]; // Storage For 3 Textures
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typedef struct tagVERTEX
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{
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float x, y, z;
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float u, v;
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} VERTEX;
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typedef struct tagTRIANGLE
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{
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VERTEX vertex[3];
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} TRIANGLE;
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typedef struct tagSECTOR
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{
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int numtriangles;
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TRIANGLE* triangle;
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} SECTOR;
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SECTOR sector1; // Our Model Goes Here:
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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void readstr(FILE *f,char *string)
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{
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do
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{
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fgets(string, 255, f);
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} while ((string[0] == '/') || (string[0] == '\n'));
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return;
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}
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void SetupWorld()
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{
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float x, y, z, u, v;
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int numtriangles;
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FILE *filein;
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char oneline[255];
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filein = fopen("data/world.txt", "rt"); // File To Load World Data From
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readstr(filein,oneline);
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sscanf(oneline, "NUMPOLLIES %d\n", &numtriangles);
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sector1.triangle = new TRIANGLE[numtriangles];
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sector1.numtriangles = numtriangles;
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for (int loop = 0; loop < numtriangles; loop++)
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{
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for (int vert = 0; vert < 3; vert++)
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{
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readstr(filein,oneline);
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sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
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sector1.triangle[loop].vertex[vert].x = x;
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sector1.triangle[loop].vertex[vert].y = y;
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sector1.triangle[loop].vertex[vert].z = z;
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sector1.triangle[loop].vertex[vert].u = u;
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sector1.triangle[loop].vertex[vert].v = v;
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}
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}
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fclose(filein);
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return;
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}
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AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
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{
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FILE *File=NULL; // File Handle
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if (!Filename) // Make Sure A Filename Was Given
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{
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return NULL; // If Not Return NULL
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}
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File=fopen(Filename,"r"); // Check To See If The File Exists
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if (File) // Does The File Exist?
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{
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fclose(File); // Close The Handle
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return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
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}
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return NULL; // If Load Failed Return NULL
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}
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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int Status=FALSE; // Status Indicator
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AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
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memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
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// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
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if (TextureImage[0]=LoadBMP("Data/Mud.bmp"))
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{
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Status=TRUE; // Set The Status To TRUE
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glGenTextures(3, &texture[0]); // Create Three Textures
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// Create Nearest Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
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// Create Linear Filtered Texture
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
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// Create MipMapped Texture
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glBindTexture(GL_TEXTURE_2D, texture[2]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
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gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
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}
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if (TextureImage[0]) // If Texture Exists
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{
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if (TextureImage[0]->data) // If Texture Image Exists
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{
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free(TextureImage[0]->data); // Free The Texture Image Memory
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}
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free(TextureImage[0]); // Free The Image Structure
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}
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return Status; // Return The Status
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}
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GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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int InitGL(GLvoid) // All Setup For OpenGL Goes Here
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine
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{
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return FALSE; // If Texture Didn't Load Return FALSE
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}
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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glBlendFunc(GL_SRC_ALPHA,GL_ONE); // Set The Blending Function For Translucency
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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SetupWorld();
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return TRUE; // Initialization Went OK
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}
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int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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GLfloat x_m, y_m, z_m, u_m, v_m;
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GLfloat xtrans = -xpos;
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GLfloat ztrans = -zpos;
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GLfloat ytrans = -walkbias-0.25f;
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GLfloat sceneroty = 360.0f - yrot;
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int numtriangles;
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glRotatef(lookupdown,1.0f,0,0);
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glRotatef(sceneroty,0,1.0f,0);
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glTranslatef(xtrans, ytrans, ztrans);
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glBindTexture(GL_TEXTURE_2D, texture[filter]);
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numtriangles = sector1.numtriangles;
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// Process Each Triangle
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for (int loop_m = 0; loop_m < numtriangles; loop_m++)
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{
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glBegin(GL_TRIANGLES);
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glNormal3f( 0.0f, 0.0f, 1.0f);
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x_m = sector1.triangle[loop_m].vertex[0].x;
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y_m = sector1.triangle[loop_m].vertex[0].y;
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z_m = sector1.triangle[loop_m].vertex[0].z;
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u_m = sector1.triangle[loop_m].vertex[0].u;
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v_m = sector1.triangle[loop_m].vertex[0].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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x_m = sector1.triangle[loop_m].vertex[1].x;
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y_m = sector1.triangle[loop_m].vertex[1].y;
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z_m = sector1.triangle[loop_m].vertex[1].z;
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u_m = sector1.triangle[loop_m].vertex[1].u;
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v_m = sector1.triangle[loop_m].vertex[1].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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x_m = sector1.triangle[loop_m].vertex[2].x;
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y_m = sector1.triangle[loop_m].vertex[2].y;
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z_m = sector1.triangle[loop_m].vertex[2].z;
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u_m = sector1.triangle[loop_m].vertex[2].u;
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v_m = sector1.triangle[loop_m].vertex[2].v;
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glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
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glEnd();
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}
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return TRUE; // Everything Went OK
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}
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GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
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ShowCursor(TRUE); // Show Mouse Pointer
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}
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if (hRC) // Do We Have A Rendering Context?
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{
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if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
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{
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MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
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{
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MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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hRC=NULL; // Set RC To NULL
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}
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if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
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{
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MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hDC=NULL; // Set DC To NULL
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}
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if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
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{
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MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hWnd=NULL; // Set hWnd To NULL
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}
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if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
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{
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MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hInstance=NULL; // Set hInstance To NULL
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}
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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WNDCLASS wc; // Windows Class Structure
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DWORD dwExStyle; // Window Extended Style
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DWORD dwStyle; // Window Style
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RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.left=(long)0; // Set Left Value To 0
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WindowRect.right=(long)width; // Set Right Value To Requested Width
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WindowRect.top=(long)0; // Set Top Value To 0
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WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
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hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
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wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
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wc.cbClsExtra = 0; // No Extra Window Data
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wc.cbWndExtra = 0; // No Extra Window Data
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wc.hInstance = hInstance; // Set The Instance
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
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wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
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wc.hbrBackground = NULL; // No Background Required For GL
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wc.lpszMenuName = NULL; // We Don't Want A Menu
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wc.lpszClassName = "OpenGL"; // Set The Class Name
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if (!RegisterClass(&wc)) // Attempt To Register The Window Class
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{
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MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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DEVMODE dmScreenSettings; // Device Mode
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
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dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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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)
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{
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fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
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}
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else
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
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return FALSE; // Return FALSE
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}
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}
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}
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if (fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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ShowCursor(FALSE); // Hide Mouse Pointer
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}
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else
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{
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dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
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dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
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}
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AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
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// Create The Window
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if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
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"OpenGL", // Class Name
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title, // Window Title
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dwStyle | // Defined Window Style
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WS_CLIPSIBLINGS | // Required Window Style
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WS_CLIPCHILDREN, // Required Window Style
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0, 0, // Window Position
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WindowRect.right-WindowRect.left, // Calculate Window Width
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WindowRect.bottom-WindowRect.top, // Calculate Window Height
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NULL, // No Parent Window
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NULL, // No Menu
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hInstance, // Instance
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NULL))) // Dont Pass Anything To WM_CREATE
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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bits, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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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
|
|
}
|