/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//INCLUDES
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#include <windows.h> //Windows header file
#include <gl\gl.h> //OpenGL32 header file
#include <gl\glu.h> //GLu32 header file
#include <gl\glaux.h> //GLaux header file
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//OpenGL Globals
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
HGLRC hRC = NULL; //Permenant Rendering Context
HDC hDC = NULL; //Private GDI Device Context
HWND hWnd = NULL; //Holds Window Handle
HINSTANCE hInstance; //Holds the Instance of the App
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//GLOBAL VARIABLES
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool keys[256]; //Array to monitor the keyboard
bool active = true; //Flag to set if the window is active, true by default
bool fullscreen = true; //Flag to set fullscreen mode set to true by default
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//DECLERATIONS
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM ); //Declaration for WndProc
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//FUNCTIONS
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Function to resize window//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
GLvoid resizeGLScene( GLsizei width, GLsizei height )
{
if ( height == 0 ) //Stops a devision by zero
{
height = 1; //By making height equal to one
}
glViewport( 0, 0, width, height); //Resets the viewport
glMatrixMode( GL_PROJECTION ); //Deals with the Projection Matrix
glLoadIdentity(); //Initialises it
//Calculate aspect ratio of window
gluPerspective( 45.0f, (GLfloat) width/ (GLfloat) height, 0.1f, 100.0f );
glMatrixMode( GL_MODELVIEW ); //Deals with the Modelview matrix
glLoadIdentity(); //Initialises it
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Initialise function for all OpenGL/////////////////////////////////////////////////////////////////////////////////////////////////////////////
int initGL()
{
glShadeModel( GL_SMOOTH ); //Sets the shade model to Smooth by default could also be GL_FLAT
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); //Sets the backround colour, black at the moment
glClearDepth(1.0f); //Sets the Depth Buffer
glEnable( GL_DEPTH_TEST ); //Activates Depth Testing
glDepthFunc( GL_LEQUAL ); //Sets the type of depth testing
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); //Sets OpenGL to give a nice looking perspective
return true; //Init went ok
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Deals with all OpenGL Drawing//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int drawGLScene()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); //Clears the screen and depth buffer
glLoadIdentity(); //Reset the modelview matrix
return true; //Drawing went ok
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Function to properly close the window//////////////////////////////////////////////////////////////////////////////////////////////////////////
GLvoid killGLWindow()
{
if (fullscreen) //Are we in fullscreen?
{
ChangeDisplaySettings( NULL, 0 ); //If we are the drop back 2 the desktop
ShowCursor(true);
}
if (hRC) //Do we have a rendering context?
{
if( !wglMakeCurrent( NULL, NULL ) ) //Can we release the DC and RC context?
{
MessageBox( NULL, "Release of DC and RC Failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION ); //Displays an error mesage if we can't release the rendering context
}
if( !wglDeleteContext(hRC) ) //Are we able to delete teh 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 DCto 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;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Function to create the Window//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool createGLWindow( char* title, int width, int height, int bits, bool full_screen_flag)
{
GLuint PixelFormat; //Holds the results after searching for a pixel format match
WNDCLASS wc; //Windows Class Structure
DWORD dwExstyle; //Window exstended style
DWORD dwstyle; //Window style
RECT WindowRect; //Takes rectangle Upper left & Lower Right Vlaues
WindowRect.left = (long)0; //Set the 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 = full_screen_flag; //Set the glabal fullscreen flag
hInstance = GetModuleHandle(NULL); //Grab the instance for our window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; //Redraw on Move and own DC for window
wc.lpfnWndProc = (WNDPROC) WndProc; //WndProc Handles Message
wc.cbClsExtra = 0; //No Extra Window Data
wc.cbClsExtra = 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 requiured for GL
wc.lpszMenuName = NULL; //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_ICONINFORMATION);
return false; //Exit and return false.
}
if ( fullscreen ) //Attempt fullscreen mode?
{
DEVMODE dmScreenSettings; //Device Mode
memset( &dmScreenSettings, 0, sizeof( dmScreenSettings ) ); //Make sure the memory is cleared
dmScreenSettings.dmSize = sizeof( dmScreenSettings ); //Size of the devmod 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_FULSCREEN gets rid of start bar.
if ( ChangeDisplaySettings( &dmScreenSettings, CDS_FULLSCREEN ) != DISP_CHANGE_SUCCESSFUL)
{
//If the mode fails, Offer Two Options. Quit or run in window
if (MessageBox( NULL, "The requested fullscreen mode is not supported by\nYour Video Card. Use windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION ) ==IDYES)
{
fullscreen = false; //Selcect Windowed Mode (Fullscreen = False)
}
else
{
//Give a message to the user to let them know the program is closing
MessageBox( NULL, "Program will now close.", "ERROR", MB_OK | MB_ICONSTOP );
return false; //Exit and return false
}
}
}
if ( fullscreen ) //Are we still in fullscreen?
{
dwExstyle = WS_EX_APPWINDOW; //Window exstended style
dwstyle = WS_POPUP; //Window style
ShowCursor( false ); //Hide Mouse Pointer
}
else
{
dwExstyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; //Window exstended style
dwstyle = WS_OVERLAPPEDWINDOW; //Window style
}
AdjustWindowRectEx( &WindowRect, dwstyle, false, dwExstyle ); //Adjust window to true requested size
if ( !(hWnd=CreateWindowEx ( dwExstyle, // Extended style For The Window
"OpenGL", // Class Name
title, // Window Title
WS_CLIPSIBLINGS | // Required Window style
WS_CLIPCHILDREN | // Required Window style
dwstyle, // Selected Window style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Adjusted Window Width
WindowRect.bottom-WindowRect.top, // Calculate Adjusted Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL // Don't 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 Display
MessageBox( NULL, "Can't create a GL Device Context.", "ERROR", MB_OK | MB_ICONEXCLAMATION );
return false;
}
if ( !( PixelFormat = ChoosePixelFormat( hDC, &pfd ) ) ) //Did windows find a matching Pixel Format?
{
killGLWindow(); //Reset the display
MessageBox( NULL, "Can't find sutiable Pixel Format.", "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 Creat a GL Rendering Context", "ERROR", MB_OK | MB_ICONEXCLAMATION );
return false; //Return false
}
if ( !wglMakeCurrent( hDC, hRC ) )
{
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 higer priority
SetFocus( hWnd ); //Sets keyboard focus to the window
resizeGLScene( width, height); //Set up our Perspective GL Screen
if ( !initGL() ) //Initialise our new window
{
killGLWindow(); //Reset the Display
MessageBox( NULL, "Initialisation Failed", "ERROR", MB_OK | MB_ICONEXCLAMATION );
return false;
}
return true; //Sucsessful
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Function to handle windows messages////////////////////////////////////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK WndProc( HWND hwnd, //Handle for this Window
UINT uMsg, //Message for this window
WPARAM wParam, //Additional message info
LPARAM lParam) //Additional message info
{
switch( uMsg ) //Check for windows messages
{
case WM_ACTIVATE: //Watch for window active messages
{
if( !HIWORD( wParam ) ) //Check minimisation 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 Power Save?
return 0; //Prevent from Happening
}
break; //Exit
}
case WM_CLOSE: //Did we recive 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: //Is a key being held down?
{
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);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//####MAIN PROGRAM####
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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; //Variable to exit loop, false means that the program has not finished yet
//Ask user which screen mode they prefer
if ( MessageBox( NULL, "Would you like to run in fullsceen mode?", "Fullscreen?", MB_YESNO | MB_ICONQUESTION == IDNO ) )
{
fullscreen = false; //Windowed Mode
}
//Create OpenGL Window
if ( !createGLWindow( "Deemo's Asteroids", 800, 600, 32, fullscreen ) )
{
return 0; //Quit if window is not created
}
while ( !done ) //Loop runs until done = TRUE
{
if ( PeekMessage ( &msg, NULL, 0,0, PM_REMOVE ) ) //Is the a message waiting?
{
if ( msg.message == WM_QUIT ) //Have we got a quit message?
{
done = true; //If so done = TRUE
}
else
{
TranslateMessage( &msg ); //Translate the Message
DispatchMessage( &msg ); //Dispatch the Message
}
}
else
{
//Draw the scene. Watch for ESC key and quit messages From drawGLScene()
if ( active ) //Program Active
{
if ( keys[VK_ESCAPE] ) //Was ESC Pressed?
{
done = true; //ESC Signalled a Quit
}
else //No Quit, Update Screen
{
drawGLScene(); //Draw the Scene
SwapBuffers( hDC); //Swap Buffers (Double Buffering)
}
}
if ( keys[VK_F1] ) //Is F1 being pressed?
{
keys[VK_F1] = false; //If so make it false
killGLWindow(); //Kill our current window
fullscreen = !fullscreen; //Toggle fullscreen / windowed
//Recreate OpenGL Window
if ( !createGLWindow( "Deemo's Asteroids", 800, 600, 32, fullscreen ) )
{
return 0; //Quit if window is not created
}
}
}
}
//Shutdown
killGLWindow(); //Kill the window
return ( msg.wParam ); //Exit the Program
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//####END OF MAIN PROGRAM####
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
*NEW PROBLEM* Window Creation Error problems in lesson 1
I have just been through the first lesson, reading and then typing out myself. The prog compiles and runs but after i select to go into full screen or not, the error checking part of the code returns the "Failed to Register the Window Class." error. I have downloaded the code and that runs fine, any one have any ideas what i've missed?
[Edited by - Deemo_uk on November 9, 2004 5:05:54 AM]
In future when posting large code segments please use [source] tags (and [code] tags for small code snippets).
I suspect your problem stems from this:
You've made a copy/paste error and set wc.cbClsExtra twice and not set wc.cbWndExtra at all, leaving it at an undefined and probably invalid value. That might not be the only problem but it's the first one I spotted.
Enigma
I suspect your problem stems from this:
wc.lpfnWndProc = (WNDPROC) WndProc; //WndProc Handles Messagewc.cbClsExtra = 0; //No Extra Window Datawc.cbClsExtra = 0; //No Extra Window Datawc.hInstance = hInstance; //Set the instance
You've made a copy/paste error and set wc.cbClsExtra twice and not set wc.cbWndExtra at all, leaving it at an undefined and probably invalid value. That might not be the only problem but it's the first one I spotted.
Enigma
Thanks for that, thats sorted the problem on the Window Class Registration. Now i'm gettin the 'Window Creation Error', any ideas?
P.S Sorry about the long code posting
[Edited by - Deemo_uk on November 9, 2004 4:21:16 AM]
P.S Sorry about the long code posting
[Edited by - Deemo_uk on November 9, 2004 4:21:16 AM]
That was a tough one to debug. Your code is:
whereas the working code is:
Note the varying capitalisation on the 'w' of hwnd. Your code is using the global hwnd, not the hWnd passed as a parameter.
Once you've fixed that you'll find you're also missing:
from between your ChoosePixelFormat and wglCreateContext calls.
Enigma
HWND hWnd = NULL; //Holds Window Handle//codeLRESULT CALLBACK WndProc( HWND hwnd, //Handle for this Window UINT uMsg, //Message for this window WPARAM wParam, //Additional message info LPARAM lParam) //Additional message info//code return DefWindowProc(hWnd,uMsg,wParam,lParam);
whereas the working code is:
HWND hWnd=NULL; // Holds Our Window Handle// codeLRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information//code return DefWindowProc(hWnd,uMsg,wParam,lParam);
Note the varying capitalisation on the 'w' of hwnd. Your code is using the global hwnd, not the hWnd passed as a parameter.
Once you've fixed that you'll find you're also missing:
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 }
from between your ChoosePixelFormat and wglCreateContext calls.
Enigma
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