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Betch ya can't figure this one out!

Started by September 28, 2000 02:04 AM
10 comments, last by sinistrx 24 years, 1 month ago
#include #include #include #include #include #include #include #include 	#define X .525731112119133606 #define Z .850650808352039932static GLfloat vdata[12][3] = {       {-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z},       {0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X},       {Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0} };static GLuint tindices[20][3] = {    {0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},       {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},       {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},    {6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11} };int i;HDC			hDC=NULL;HGLRC		hRC=NULL;HWND		hWnd=NULL;HINSTANCE	hInstance;GLfloat	xrot;GLfloat	yrot;GLfloat	zrot;GLfloat xpoint;GLfloat ypoint;GLfloat zpoint;GLfloat xtrans;GLfloat helcol;GLfloat helx;GLfloat hely;GLfloat helz;GLUquadricObj *quadratic;GLfloat Translate[3];GLfloat vector[4];GLfloat unitVector[3];GLfloat magnitude;GLfloat LightAmbient[]  =	{ 0.4f, 0.0f, 0.6f, 1.0f };GLfloat LightDiffuse[]  =	{ 0.0f, 1.0f, 1.0f, 1.0f };GLfloat LightSpecular[] =	{ 1.0f, 1.0f, 1.0f, 1.0f };GLfloat LightPosition[] =   { 8.5f, 3.0f,-20.0f,1.0f };GLfloat mat_specular[]  =   { 0.1f, 0.1f, 0.1f, 1.0f };GLfloat mat_shininess[] =   { 50.0f };				GLuint	texture[3];bool	keys[256];bool	active=TRUE;bool	fullscreen=TRUE;LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProcAUX_RGBImageRec *LoadBMP(char *Filename)				// Loads A Bitmap Image{	FILE *File=NULL;									// File Handle	if (!Filename)										// Make Sure A Filename Was Given	{		return NULL;									// If Not Return NULL	}	File=fopen(Filename,"r");							// Check To See If The File Exists	if (File)											// Does The File Exist?	{		fclose(File);									// Close The Handle		return auxDIBImageLoad(Filename);				// Load The Bitmap And Return A Pointer	}	return NULL;										// If Load Failed Return NULL}int LoadGLTextures()									// Load Bitmaps And Convert To Textures{	int Status=FALSE;									// Status Indicator	AUX_RGBImageRec *TextureImage[3];					// Create Storage Space For The Texture	memset(TextureImage,0,sizeof(void *)*1);           	// Set The Pointer To NULL	// Load The Bitmap, Check For Errors, If Bitmap''s Not Found Quit	if (TextureImage[0]=LoadBMP("data/johnny~1.bmp"))	{		Status=TRUE;									// Set The Status To TRUE		glGenTextures(1, &texture[0]);					// Create The Texture		// Typical Texture Generation Using Data From The Bitmap		glBindTexture(GL_TEXTURE_2D, texture[0]);		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	}	if (TextureImage[0])									// If Texture Exists	{		if (TextureImage[0]->data)							// If Texture Image Exists		{			free(TextureImage[0]->data);					// Free The Texture Image Memory		}		free(TextureImage[0]);								// Free The Image Structure	}	if (TextureImage[1]=LoadBMP("data/chip.bmp"))	{		Status=TRUE;									// Set The Status To TRUE		glGenTextures(1, &texture[1]);					// Create The Texture		// Typical Texture Generation Using Data From The Bitmap		glBindTexture(GL_TEXTURE_2D, texture[1]);		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	}	if (TextureImage[1])									// If Texture Exists	{		if (TextureImage[1]->data)							// If Texture Image Exists		{			free(TextureImage[1]->data);					// Free The Texture Image Memory		}		free(TextureImage[1]);								// Free The Image Structure	}	if (TextureImage[2]=LoadBMP("data/johnnye.bmp"))	{		Status=TRUE;									// Set The Status To TRUE		glGenTextures(1, &texture[2]);					// Create The Texture		// Typical Texture Generation Using Data From The Bitmap		glBindTexture(GL_TEXTURE_2D, texture[2]);		glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[2]->sizeX, TextureImage[2]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[2]->data);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);		glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	}	if (TextureImage[1])									// If Texture Exists	{		if (TextureImage[1]->data)							// If Texture Image Exists		{			free(TextureImage[1]->data);					// Free The Texture Image Memory		}		free(TextureImage[1]);								// Free The Image Structure	}	return Status;										// Return The Status}GLvoid ReSizeGLScene(GLsizei width, GLsizei height){	if (height==0)					{		height=1;					}	glViewport(0,0,width,height);	glMatrixMode(GL_PROJECTION);	glLoadIdentity();	gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);	glMatrixMode(GL_MODELVIEW);	glLoadIdentity();		}int InitGL(GLvoid){	if (!LoadGLTextures())	{		return FALSE;	}	xrot = 0.0f;	yrot = 0.0f;	zrot = 0.0f;	xtrans = 0.25f;	helcol = 0.0f;	helx = 0.0f;	hely = 0.0f;	helz = 0.0f;	vector[0]=3;	vector[1]=1;	vector[2]=2;	Translate[0] = 0;	Translate[1] = 0;	Translate[2] = 0;	FSOUND_Init(44100,32,0);	FSOUND_Stream_OpenWav("c:\pstar4_002.wav",FSOUND_LOOP_NORMAL);	FSOUND_Stream_Play(FSOUND_FREE,FSOUND_Stream_OpenMpeg("pstar4.mp3",FSOUND_LOOP_NORMAL));	glShadeModel(GL_SMOOTH);				glClearDepth(1.0f);					glEnable(GL_DEPTH_TEST);			glDepthFunc(GL_LESS);				glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);	glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);	glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);	glLightfv(GL_LIGHT1, GL_SPECULAR,LightSpecular);	glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER,1.0f);    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);    glMaterialfv(GL_FRONT, GL_SHININESS,mat_shininess);	glEnable(GL_LIGHT1);		quadratic=gluNewQuadric();				gluQuadricNormals(quadratic, GLU_SMOOTH);	gluQuadricTexture(quadratic, GL_FALSE);		glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	return TRUE;									}void Scene1(GLvoid){	glEnable(GL_LIGHTING);	glColor4f(1.0f,1.0f,1.0f,1.0f);	glDisable(GL_BLEND);	glEnable(GL_DEPTH_TEST);	glLoadIdentity();	vector[1]=0.0f;	vector[3]=0.0f;	for (vector[2]=0.0f;vector[2]<2.0;vector[2]+=0.5) {			for(vector[0]=0.0f;vector[0]<2.0;vector[0]+=0.1) {				glPushMatrix();				glColor3f(1.0f,1.0f,1.0f);				glTranslatef(8.5f,3.0f,-20.0f);				glRotatef(zrot,0.0f,1.0f,0.0f);				glTranslatef(cos(3.14*vector[0])*2.0f,-4.0f+vector[1],sin(3.14*vector[0])*2.0f);				gluSphere(quadratic,vector[3],4,2);				glTranslatef(0,0.5f,0);				gluSphere(quadratic,0.240-vector[3],4,2);				glTranslatef(0,-0.5f,0);				glTranslatef(0,-2*(vector[1]),0);				glColor3f(0.1f,0.1f,0.1f);				glEnable(GL_BLEND);				gluSphere(quadratic,vector[3],4,2);				glTranslatef(0,-0.5f,0);				gluSphere(quadratic,0.240-vector[3],4,2);				glDisable(GL_BLEND);				glPopMatrix();				vector[1] += 0.1f;				vector[3] += 0.003f;			};	};			glColor4f(1.0f,1.0f,1.0f,1.0f);	glBlendFunc(GL_SRC_ALPHA,GL_ONE);	glEnable(GL_BLEND);	glDisable(GL_DEPTH_TEST);		glDisable(GL_LIGHTING);	zrot+= 0.5f;	glLoadIdentity();	glTranslatef(0.0f,0.0f,-5.0f);	glBegin(GL_QUADS);		glColor3f(0.2f,0.1f,0.3f); glVertex3f(-2.3f,  -1.7f,  1.0f);		glColor3f(0.2f,0.1f,0.3f); glVertex3f( 2.3f,  -1.7f,  1.0f);		glColor3f(0.0f,0.2f,0.6f); glVertex3f( 2.3f,  -0.2f,  1.0f);		glColor3f(0.0f,0.2f,0.6f); glVertex3f(-2.3f,  -0.2f,  1.0f);	glEnd();	glColor3f(1.0f,1.0f,1.0f);}int DrawGLScene(GLvoid)									{	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		glClearColor(0.0f,0.2f,0.2f,1.0f);	Scene1();		return TRUE;										}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 OpenGL Framework",800,600,16,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 OpenGL Framework",800,600,16,fullscreen))				{					return 0;						// Quit If Window Was Not Created				}			}		}	}	// Shutdown	KillGLWindow();									// Kill The Window	FSOUND_Close();	return (msg.wParam);							// Exit The Program} 

There''s the full code I''ve made, it works (take out the fmod routines and compile it). Got any tips on speed optimization? I know I should put my sine/cosines in a pregenerated array (or at least allocate enough memory at the beginning of the program to generate it all when the program starts) which would speed it up but I''m not exactly sure how to go about doing that in this particular instance. Btw this is a background for a tetris clone I''m working on, everyone''s gotta have one. (:
Quick note to anyone wanting to cut and paste that code to look at (and possibly help me out (: ), comment out the texture handling code I was working from the framework of my last program which used textures, this one doesn''t use textures at all so far (which just dawned on me that the first thing that would happen when you try to compile it aside from the fmod.dll not being there is that the program wouldn''t run since I haven''t posted the textures).

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