/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing This Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <windows.h> // Header File For Windows
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <glaux.h> // Header File For The Glaux Library
#include<math.h>
//#include<glut.h>
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
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
}
float angle = 0;
GLfloat xr = 0;
void 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
//Rotate and change rotate angle
glRotatef(angle, 0.0f, 0.0f, 1.0f);
angle++;
/*glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f);
glVertex3i(0, 1, -6);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3i(-1, -1, -6);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex3i(1, -1, -6);
//glScalef(2, 1, 1);*/
glBegin(GL_POINTS);//????//
for (angle = 0.33f; angle <= (15.0f*3.14f);angle+=0.1f) {
float x = 2.8f * cos (angle);
float y = 2.8f * sin(angle);
glColor3f(0.0f, 1.0f, 0.0f);
glVertex3f(x, y, -10.0f);}
glLoadIdentity();
glEnd();
glBegin(GL_POINTS); //??? ??????? ??????? ?? ?????? ?????
for (angle = 0.33f; angle <= (15.0f*3.14f); angle += 0.1f) {
float x = 1.0f * cos(angle);
float y = 1.0f * sin(angle);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex3f(x, y, -7.0f);
}
glEnd();
glLoadIdentity();
//?????? ?? ????? ??????
glBegin(GL_POINTS);
for (angle = 0.33f; angle <= (15.0f*3.14f); angle += 0.1f) {
float x = 3.0f * cos(angle);
float y = 3.0f * sin(angle);
glColor3f(0.0f, 1.0f, 1.0f);
glVertex3f(x, y, -15.0f);
}
glEnd();
glLoadIdentity();
//glRotated(xr, 0, 0, 1);
//glTranslated(3.2, 0.0, 0.0);
/*glBegin(GL_POLYGON);// the kernel
for (angle = 0.24f; angle <= (14.0f*3.14f); angle += 0.1f)
{
float x = 0.4f * cos(angle);
float y = 0.4f * sin(angle);
glColor3f(1.0f, 2.0f, 1.0f);
glVertex3d(x, y, -15.0f);
}
glEnd();
glLoadIdentity();
xr += 1;// Done Drawing The Quad
glRotated(xr,0,0,1);
glTranslated(3.1, 0.0, 0.0);
glBegin(GL_POLYGON);//the blu circle
for (angle = 0.24f; angle <= (14.0f*3.14f); angle += 0.1f)
{
float x = 0.2f * cos(angle);
float y = 0.2f * sin(angle);
glColor3f(0.0f, 0.0f, 2.0f);
glVertex3d(x, y, -20.0f);
}
glEnd();
glLoadIdentity();
xr += 5;// Done Drawing The Quad
glRotated(xr, 0, 0, 1);
glTranslated(3.1, 0.0, 0.0);
glBegin(GL_POLYGON);//the pink circle
for (angle = 0.24f; angle <= (14.0f*3.14f); angle += 0.1f)
{
float x = 0.2f * cos(angle);
float y = 0.2f * sin(angle);
glColor3f(3.0f, 0.6f, 2.0f);
glVertex3d(x, y, -15.0f);
}
glEnd();
xr += 1;// Done Drawing The Quad
glBegin(GL_POLYGON);//the yellow circle
for (angle = 0.24f; angle <= (14.0f*3.14f); angle += 0.1f)
{
float x = 0.2f * cos(angle);
float y = 0.2f * sin(angle);
glColor3f(22.0f, 5.0f, 0.0f);
glVertex3d(x, y, -11.4f);
}
glEnd();*/
void Drow_circle(float CX, float CY, float r, int num_segments)
{
float theta = 2 * 3.14 / float(num_segments);
float tangetial_factor = tanf(theta);
float radial_factor = cosf(theta);
float x = r;
float y = 0;
glBegin(GLU_LINE_loop);
for (int i = 0; i < num_segments; i < ++)
{
glVertex2f(x + CX + y + CY);
float tx = -y;
float ty = x;
x += tx * tangetial_factor;
y += ty * tangetial_factor;
}
glEnd();
}
}
glFlush();
//DO NOT REMOVE THIS
SwapBuffers(hDC);
}
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
{
static PAINTSTRUCT ps;
switch (uMsg) // Check For Windows Messages
{
case WM_PAINT:
DrawGLScene();
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_TIMER:
DrawGLScene();
return 0;
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("Madhat NeHe Template", 640, 480, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
//Set drawing timer to 20 frame per second
UINT timer = SetTimer(hWnd, 0, 50, (TIMERPROC)NULL);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return 0;
}