#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. (: