www.pudn.com > lesson04.zip > Lesson4.cpp


/* 
 *		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 
 
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 
 
GLfloat	rtri;				// Angle For The Triangle ( NEW ) 
GLfloat	rquad;				// Angle For The Quad ( NEW ) 
 
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,100.0f); 
 
	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 
} 
 
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(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0 
	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW ) 
	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle 
		glColor3f(1.0f,0.0f,0.0f);						// Set Top Point Of Triangle To Red 
		glVertex3f( 0.0f, 1.0f, 0.0f);					// First Point Of The Triangle 
		glColor3f(0.0f,1.0f,0.0f);						// Set Left Point Of Triangle To Green 
		glVertex3f(-1.0f,-1.0f, 0.0f);					// Second Point Of The Triangle 
		glColor3f(0.0f,0.0f,1.0f);						// Set Right Point Of Triangle To Blue 
		glVertex3f( 1.0f,-1.0f, 0.0f);					// Third Point Of The Triangle 
	glEnd();											// Done Drawing The Triangle 
	glLoadIdentity();									// Reset The Current Modelview Matrix 
	glTranslatef(1.5f,0.0f,-6.0f);						// Move Right 1.5 Units And Into The Screen 6.0 
	glRotatef(rquad,1.0f,0.0f,0.0f);					// Rotate The Quad On The X axis ( NEW ) 
	glColor3f(0.5f,0.5f,1.0f);							// Set The Color To Blue One Time Only 
	glBegin(GL_QUADS);									// Draw A Quad 
		glVertex3f(-1.0f, 1.0f, 0.0f);					// Top Left 
		glVertex3f( 1.0f, 1.0f, 0.0f);					// Top Right 
		glVertex3f( 1.0f,-1.0f, 0.0f);					// Bottom Right 
		glVertex3f(-1.0f,-1.0f, 0.0f);					// Bottom Left 
	glEnd();											// Done Drawing The Quad 
	rtri+=0.2f;											// Increase The Rotation Variable For The Triangle ( NEW ) 
	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW ) 
	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),				// 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("NeHe's Rotation 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 Rotation Tutorial",640,480,16,fullscreen)) 
				{ 
					return 0;						// Quit If Window Was Not Created 
				} 
			} 
		} 
	} 
 
	// Shutdown 
	KillGLWindow();									// Kill The Window 
	return (msg.wParam);							// Exit The Program 
}