www.pudn.com > 3ds-load.rar > GameWnd.cpp
// GameWnd.cpp: implementation of the CGameWnd class.
//
//////////////////////////////////////////////////////////////////////
#include "GameWnd.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//bool CGameWnd::m_bKeys[256] = {0};
bool CGameWnd::m_bActive = true;
HWND CGameWnd::m_hWnd;
// CCamera CGameWnd::m_Camera;
CGameWnd::CGameWnd()
{
m_bFullscreen = FALSE;
m_hDC = NULL;
m_hRC = NULL;
m_hWnd = NULL;
// m_Scene.Init();
}
CGameWnd::~CGameWnd()
{
}
GLvoid CGameWnd::ReSizeGLScene(GLsizei width, GLsizei height)
{
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,5.0f,20000.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity();
}
int CGameWnd::DrawGLScene(GLvoid)
{
m_Scene.Draw();
// glTranslatef (0.0, 0.0, -10.0);
// auxSolidTeapot(1.5);
// glTranslatef (0.0, 0.0, -100.0);
// glBindTexture(GL_TEXTURE_2D, m_Txt1.GetTxtID());
// m_md2.Animate();
return TRUE;
}
GLvoid CGameWnd::KillGLWindow(GLvoid)
{
if (m_bFullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (m_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(m_hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
m_hRC=NULL; // Set RC To NULL
}
if (m_hDC && !ReleaseDC(m_hWnd,m_hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
m_hDC=NULL; // Set DC To NULL
}
if (m_hWnd && !DestroyWindow(m_hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
m_hWnd=NULL; // Set hWnd To NULL
}
if (!UnregisterClass("OpenGL",GetModuleHandle(NULL))) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
// hInstance=NULL; // Set hInstance To NULL
}
}
BOOL CGameWnd::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
m_bFullscreen=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 = GetModuleHandle(NULL); // 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 (m_bFullscreen) // 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.dmDisplayFrequency = 85;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT|DM_DISPLAYFREQUENCY;
// 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)
{
m_bFullscreen=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
}
}
}
ShowCursor(FALSE);
if (m_bFullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style // 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 (!(m_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
GetModuleHandle(NULL), // 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 (!(m_hDC=GetDC(m_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(m_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(m_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 (!(m_hRC=wglCreateContext(m_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(m_hDC,m_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(m_hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(m_hWnd); // Slightly Higher Priority
SetFocus(m_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;
}
LRESULT CGameWnd::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
LONG lRet = 0;
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
if (LOWORD(wParam)) // Check Minimization State
{
m_bActive=TRUE; // Program Is Active
}
else
{
m_bActive=FALSE; // Program Is No Longer Active
}
break;
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
// Jump Back
}
break;
case WM_KEYDOWN: // Is A Key Being Held Down?
switch(wParam)
{ // Check if we hit a key
case VK_ESCAPE: // If we hit the escape key
PostQuitMessage(0); // Send a QUIT message to the window
break;
case 76:
{
static bool bRenderMode = true;
if(!bRenderMode)
{
// Render the triangles in fill mode
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
else
{
// Render the triangles in wire frame mode
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
bRenderMode = !bRenderMode;
}
}
break;
case WM_SIZE: // Resize The OpenGL Window
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
break;
default: // Return by default
lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
break;
}
return lRet;
}
int CGameWnd::InitGL(GLvoid)
{
// m_md2.Load("Models/Unit01/tris03.md2");
/* m_md2.Load("Models/Unit01/tris02.md2");
m_Txt.LoadGLTextures("Models/Unit01/unit03.bmp");
m_Txt1.LoadGLTextures("Models/Unit01/test02.bmp");
glEnable(GL_TEXTURE_2D);
*/
// m_Camera.PositionCamera(0, 1.5f, 6, 0, 1.5f, 0, 0, 1, 0);
// m_Camera.PositionCamera( 280, 35, 225, 281, 35, 225, 0, 1, 0);
/* GLfloat light_position[] = { 0.0, 0.0, -110.0, 0.0 };
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
*/
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
// glShadeModel(GL_FLAT);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST );
// glCullFace(GL_BACK);
// glEnable(GL_CULL_FACE);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
///////////////////////////////////////////
// glAlphaFunc(GL_GEQUAL,0.1f);
glBlendFunc(GL_SRC_ALPHA,GL_ONE); //字体显示要求,不能少
glDepthFunc(GL_LEQUAL);
glReadBuffer(GL_FRONT);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); //不能去掉,否则会非法操作,不知为什么
float fogColor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
glDisable(GL_FOG); // Turn on fog
glFogi(GL_FOG_MODE, GL_LINEAR); // Set the fog mode to LINEAR (Important)
glFogfv(GL_FOG_COLOR, fogColor); // Give OpenGL our fog color
glFogf(GL_FOG_START, 0.0); // Set the start position for the depth at 0
glFogf(GL_FOG_END, 30.0); // Set the end position for the detph at 50
// Now we tell OpenGL that we are using our fog extension for per vertex
// fog calculations. For each vertex that needs fog applied to it we must
// use the glFogCoordfEXT() function with a depth value passed in.
// These flags are defined in main.h and are not apart of the normal opengl headers.
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress("glActiveTextureARB");
glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC) wglGetProcAddress("glMultiTexCoord2fARB");
// We should have our multitexturing functions defined and ready to go now, but let's make sure
// that the current version of OpenGL is installed on the machine. If the extension functions
// could not be found, our function pointers will be NULL.
if(!glActiveTextureARB || !glMultiTexCoord2fARB)
{
// Print an error message and quit.
MessageBox(NULL, "Your current setup does not support multitexturing", "Error", MB_OK);
PostQuitMessage(0);
}
m_Scene.Init();
return TRUE;
}