/* * This Code Was Created By 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 // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include #include
#define Pi 3.141592653
float tempory[4][4],Rab[4][4];
float Ta[4][4], Rx[4][4], Ry[4][4], Rz[4][4], Ry_1[4][4], Rx_1[4][4], Ta_1[4][4];
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
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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,10000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix }
int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enable
Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK }
void MatrixMultiple(float o[4][4], float t[4][4]) { float total; for (int i=0;i
void setTransformMatrixs(float x0, float y0, float z0, float x1, float y1, float z1, float angle) { angle = angle*Pi/180; float d = sqrt((x1-x0)*(x1-x0)+(y1-y0)*(y1-y0)+(z1-z0)*(z1-z0)); float a = (x1-x0)/d, b = (y1-y0)/d, c = (z1-z0)/d; float v = sqrt(b * b + c * c); Ta[0][0] = Ta[1][1] = Ta[2][2] = Ta[3][3] = 1; Ta[3][0] = -x0; Ta[3][1] = -y0; Ta[3][2] = -z0; Ry_1[1][1] = Ry_1[3][3] = 1; Ry_1[0][0] = Ry_1[2][2] = v; Ry_1[2][0] = a; Ry_1[0][2] = -a; Rx_1[0][0] = Rx_1[3][3] = 1; Rx_1[1][1] = Rx_1[2][2] = c/v; Rx_1[2][1] = b/v; Rx_1[1][2] = -b/v; Ta_1[0][0] = Ta_1[1][1] = Ta_1[2][2] = Ta_1[3][3] = 1; Ta_1[3][0] = x0; Ta_1[3][1] = y0; Ta_1[3][2] = z0; Rx[0][0] = Rx[3][3] = 1; Rx[1][1] = Rx[2][2] = c/v; Rx[2][1] = -b/v; Rx[1][2] = b/v; Ry[0][0] = Ry[2][2] = v; Ry[1][1] = Ry[3][3] = 1; Ry[2][0] = -a; Ry[0][2] = a; Rz[0][0] = Rz[1][1] = cos(angle); Rz[2][2] = Rz[3][3] = 1; Rz[1][0] = -sin(angle); Rz[0][1] = sin(angle); MatrixMultiple(Ta, Rx); MatrixMultiple(Rab, Ry); MatrixMultiple(Rab, Rz); MatrixMultiple(Rab, Ry_1); MatrixMultiple(Rab, Rx_1); MatrixMultiple(Rab, Ta_1); }
GLvoid rotating(float x0, float y0, float z0, float x1, float y1, float z1, float a0, float b0, float c0, float a1, float b1, float c1, float angle) {
setTransformMatrixs(a0, b0, c0, a1, b1, c1, angle); glColor3f(1.0f, 1.0f, 1.0f); glPointSize(1.0); float xt = x0*Rab[0][0] + y0*Rab[1][0] + z0*Rab[2][0] + Rab[3][0]; float yt = x0*Rab[0][1] + y0*Rab[1][1] + z0*Rab[2][1] + Rab[3][1]; float xt_1 = x1*Rab[0][0] + y1*Rab[1][0] + z1*Rab[2][0] + Rab[3][0]; float yt_1 = x1*Rab[0][1] + y1*Rab[1][1] + z1*Rab[2][1] + Rab[3][1]; glBegin(GL_LINES); glVertex3f(xt,yt,0); glVertex3f(xt_1,yt_1,0); glEnd(); }
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-600.0f); // Move Left 1.5 Units And Into The Screen 6.0 glPointSize(1.0f); glColor3f(1.0,1.0,1.0); //glEnable(GL_POINT_SMOOTH); rotating(100, 0, 0, 0, 0, 0, 0, 0, 0, -150, 150, 0, 120); rotating(100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 90); rotating(100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 150, 0, 180); return TRUE; // Keep Going }
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), Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | Must Support Window PFD_SUPPORT_OPENGL | Support OpenGL PFD_DOUBLEBUFFER, Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, 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))) Device Context? { KillGLWindow(); The Display MessageBox(NULL,"Can't Create A GL Device Context." , "ERROR" ,MB_OK|MB_ICONEXCLAMATION); return FALSE; FALSE }
// Size Of This // Format // Format Must // Must // Color Bits // // Did We Get A // Reset // Return
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) For Windows Messages { case WM_ACTIVATE: For Window Activate Message { if (!HIWORD(wParam)) Minimization State { active=TRUE; Program Is Active } else { active=FALSE; Program Is No Longer Active } return 0; To The Message Loop } case WM_SYSCOMMAND: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break ; } case WM_CLOSE: Receive A Close Message? { PostQuitMessage(0); Quit Message return 0; Back } case WM_KEYDOWN: Key Being Held Down? { keys[wParam] = TRUE; TRUE return 0; Back } case WM_KEYUP: // Check // Watch // Check // // // Return // Did We // Send A // Jump // Is A // If So, Mark It As // Jump // 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("NeHe's First Polygon 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[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen)) {
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program }
/* * This Code Was Created By 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 // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include #include
#define Pi 3.141592653
float tempory[4][4],Rab[4][4];
float Ta[4][4], Rx[4][4], Ry[4][4], Rz[4][4], Ry_1[4][4], Rx_1[4][4], Ta_1[4][4];
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
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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,10000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix }
int InitGL(GLvoid) // All Setup For OpenGL Goes Here { glShadeModel(GL_SMOOTH); // Enable
Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK }
void MatrixMultiple(float o[4][4], float t[4][4]) { float total; for (int i=0;i
void setTransformMatrixs(float x0, float y0, float z0, float x1, float y1, float z1, float angle) { angle = angle*Pi/180; float d = sqrt((x1-x0)*(x1-x0)+(y1-y0)*(y1-y0)+(z1-z0)*(z1-z0)); float a = (x1-x0)/d, b = (y1-y0)/d, c = (z1-z0)/d; float v = sqrt(b * b + c * c); Ta[0][0] = Ta[1][1] = Ta[2][2] = Ta[3][3] = 1; Ta[3][0] = -x0; Ta[3][1] = -y0; Ta[3][2] = -z0; Ry_1[1][1] = Ry_1[3][3] = 1; Ry_1[0][0] = Ry_1[2][2] = v; Ry_1[2][0] = a; Ry_1[0][2] = -a; Rx_1[0][0] = Rx_1[3][3] = 1; Rx_1[1][1] = Rx_1[2][2] = c/v; Rx_1[2][1] = b/v; Rx_1[1][2] = -b/v; Ta_1[0][0] = Ta_1[1][1] = Ta_1[2][2] = Ta_1[3][3] = 1; Ta_1[3][0] = x0; Ta_1[3][1] = y0; Ta_1[3][2] = z0; Rx[0][0] = Rx[3][3] = 1; Rx[1][1] = Rx[2][2] = c/v; Rx[2][1] = -b/v; Rx[1][2] = b/v; Ry[0][0] = Ry[2][2] = v; Ry[1][1] = Ry[3][3] = 1; Ry[2][0] = -a; Ry[0][2] = a; Rz[0][0] = Rz[1][1] = cos(angle); Rz[2][2] = Rz[3][3] = 1; Rz[1][0] = -sin(angle); Rz[0][1] = sin(angle); MatrixMultiple(Ta, Rx); MatrixMultiple(Rab, Ry); MatrixMultiple(Rab, Rz); MatrixMultiple(Rab, Ry_1); MatrixMultiple(Rab, Rx_1); MatrixMultiple(Rab, Ta_1); }
GLvoid rotating(float x0, float y0, float z0, float x1, float y1, float z1, float a0, float b0, float c0, float a1, float b1, float c1, float angle) {
setTransformMatrixs(a0, b0, c0, a1, b1, c1, angle); glColor3f(1.0f, 1.0f, 1.0f); glPointSize(1.0); float xt = x0*Rab[0][0] + y0*Rab[1][0] + z0*Rab[2][0] + Rab[3][0]; float yt = x0*Rab[0][1] + y0*Rab[1][1] + z0*Rab[2][1] + Rab[3][1]; float xt_1 = x1*Rab[0][0] + y1*Rab[1][0] + z1*Rab[2][0] + Rab[3][0]; float yt_1 = x1*Rab[0][1] + y1*Rab[1][1] + z1*Rab[2][1] + Rab[3][1]; glBegin(GL_LINES); glVertex3f(xt,yt,0); glVertex3f(xt_1,yt_1,0); glEnd(); }
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(0.0f,0.0f,-600.0f); // Move Left 1.5 Units And Into The Screen 6.0 glPointSize(1.0f); glColor3f(1.0,1.0,1.0); //glEnable(GL_POINT_SMOOTH); rotating(100, 0, 0, 0, 0, 0, 0, 0, 0, -150, 150, 0, 120); rotating(100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 100, 90); rotating(100, 0, 0, 0, 0, 0, 0, 0, 0, 0, 150, 0, 180); return TRUE; // Keep Going }
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), Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | Must Support Window PFD_SUPPORT_OPENGL | Support OpenGL PFD_DOUBLEBUFFER, Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, 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))) Device Context? { KillGLWindow(); The Display MessageBox(NULL,"Can't Create A GL Device Context." , "ERROR" ,MB_OK|MB_ICONEXCLAMATION); return FALSE; FALSE }
// Size Of This // Format // Format Must // Must // Color Bits // // Did We Get A // Reset // Return
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) For Windows Messages { case WM_ACTIVATE: For Window Activate Message { if (!HIWORD(wParam)) Minimization State { active=TRUE; Program Is Active } else { active=FALSE; Program Is No Longer Active } return 0; To The Message Loop } case WM_SYSCOMMAND: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break ; } case WM_CLOSE: Receive A Close Message? { PostQuitMessage(0); Quit Message return 0; Back } case WM_KEYDOWN: Key Being Held Down? { keys[wParam] = TRUE; TRUE return 0; Back } case WM_KEYUP: // Check // Watch // Check // // // Return // Did We // Send A // Jump // Is A // If So, Mark It As // Jump // 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("NeHe's First Polygon 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[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen)) {
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program }