darknes666
چهارشنبه 18 اردیبهشت 1392, 23:07 عصر
موتور بازی 3d بسایر ساده قسمت اول
#include <windows.h> // Header File For Windows
#include <math.h> // Math Library Header File
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include"CDirectSound.h" // Holds our CDirectSound class.
#include"resource.h" // Holds the resource ID for the app icon.
#include "main.h"
#include "MilkshapeModel.h"
#pragma comment( lib, "opengl32.lib") // Search For OpenGL32.lib While Linking ( NEW )
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking ( NEW )
#pragma comment( lib, "glaux.lib" )
#define BACK_ID 0 // The texture ID for the back side of the cube
#define FRONT_ID 1 // The texture ID for the front side of the cube
#define BOTTOM_ID 2 // The texture ID for the bottom side of the cube
#define TOP_ID 3 // The texture ID for the top side of the cube
#define LEFT_ID 4 // The texture ID for the left side of the cube
#define RIGHT_ID 5 // The texture ID for the right side of the cube
CDirectSound DirectSound; // Setting Up Our Sound
HWND g_hwnd; // Just A Little handle
UINT g_Texture[MAX_TEXTURES] = {0}; // This holds the texture info, referenced by an ID
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
Model *pModel = NULL; // Holds The Model Data
Model *pModel1 = NULL; // Holds The Model Data
BYTE buffer[256]; // (Modified... Removed 'keys[]')
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
bool blend; // Blending ON/OFF
bool bp; // Blend Button Pressed? (Modified, Just The Caption)
bool fp; // F1 Button Pressed?
const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
GLfloat yrot; // Y Rotation
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z=0.0f; // Depth Into The Screen
GLuint texture[2]; // Storage For One Texture ( NEW )
POINT mpos; // Mouse Position
int adjust = 5;
typedef struct tagVERTEX
{
float x, y, z;
float u, v;
} VERTEX;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(const 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
}
void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
FILE *pFile = NULL; // The File Handle we will use to read the bitmap
if(!strFileName) // Return from the function if no file name was passed in
return;
pFile = fopen(strFileName,"r"); // Check To See If The File Exists
if(pFile) // If we have a valid file pointer we found the file
{
pBitmap = auxDIBImageLoad(strFileName); // Load the bitmap and store the data
}
else // If we can't find the file, quit!
{ // Prompt the error message
MessageBox(NULL, "Couldn't find a texture!", "Error!", MB_OK);
exit(0);
}
glGenTextures(1, &textureArray[textureID]);
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}
free(pBitmap); // Free the bitmap structure
}
}
GLuint LoadGLTexture( const char *filename ) // Load Bitmaps And Convert To Textures
{
AUX_RGBImageRec *pImage; // Create Storage Space For The Texture
GLuint texture = 0; // Texture ID
pImage = LoadBMP( filename ); // Loads The Bitmap Specified By filename
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if ( pImage != NULL && pImage->data != NULL ) // If Texture Image Exists
{
glGenTextures(1, &texture); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
free(pImage->data); // Free The Texture Image Memory
free(pImage); // Free The Image Structure
}
return texture; // Return The Status
}
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,1.0f,10000.0f); // View Depth of 1000
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
// new //
void CreateSkyBox(float x, float y, float z, float width, float height, float length)
{
glBindTexture(GL_TEXTURE_2D, g_Texture[BACK_ID]);
x = x - width / 2;
y = y - height / 8;
z = z - length / 2;
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, g_Texture[FRONT_ID]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z + length);
glEnd();
glBindTexture(GL_TEXTURE_2D, g_Texture[BOTTOM_ID]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, g_Texture[TOP_ID]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, g_Texture[LEFT_ID]);
glBegin(GL_QUADS);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
glBindTexture(GL_TEXTURE_2D, g_Texture[RIGHT_ID]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glEnd();
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
DirectSound.CreateDirectSound(g_hwnd, "Sound.wav"); // This Is The Sound We Play
pModel1->reloadTextures();
pModel->reloadTextures();
CreateTexture(g_Texture, "data/Back.bmp", BACK_ID );
CreateTexture(g_Texture, "data/Front.bmp", FRONT_ID );
CreateTexture(g_Texture, "data/Bottom.bmp", BOTTOM_ID );
CreateTexture(g_Texture, "data/Top.bmp", TOP_ID );
CreateTexture(g_Texture, "data/Left.bmp", LEFT_ID );
CreateTexture(g_Texture, "data/Right.bmp", RIGHT_ID );
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity();
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias-0.25f;
GLfloat sceneroty = 360.0f - yrot;
glRotatef(lookupdown,1.0f,0,0); // Rotate the screen by input from mouse
glRotatef(sceneroty,0,1.0f,0);
glTranslatef(xtrans, -5.0f, ztrans); // Set our position
glTranslatef(-20.0f,1.0f,0.0f); // Set position for the model
pModel1->draw(); // Draw The Model
pModel->draw(); // Draw The Model
CreateSkyBox(0, 0, 0, 1400, 900, 1400);
return TRUE; // Keep Going
}
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
}
}
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_PELSWID TH|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_SUCC ESSFUL)
{
// 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
pModel1 = new MilkshapeModel(); // Memory To Hold The Model
if ( pModel1->loadModelData( "data/model1.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}
pModel = new MilkshapeModel(); // Memory To Hold The Model
if ( pModel->loadModelData( "data/model2.ms3d" ) == false ) // Loads The Model And Checks For Errors
{
MessageBox( NULL, "Couldn't load the model data\\model.ms3d", "Error", MB_OK | MB_ICONERROR );
return 0; // If Model Didn't Load Quit
}
// 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("Mini Game",640,480,16,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)
}
GetCursorPos(&mpos); // Get The Current Mouse Position ( Add )
SetCursorPos(320,240); // Set Mouse Position To Center Of The Window ( Add )
heading += (float)(320 - mpos.x)/100 * 5; // Update The Direction For Movement ( Add )
yrot = heading; // Update The Y Rotation ( Add )
lookupdown -= (float)(240 - mpos.y)/100 * 5; // Update The X Rotation ( Add )
if (keys[VK_PRIOR])
{
z-=0.02f;
}
if (keys[VK_NEXT])
{
z+=0.02f;
}
if (keys[VK_UP])
{
xpos -= (float)sin(heading*piover180) * 0.3f * 3;
zpos -= (float)cos(heading*piover180) * 0.3f * 3;
if (walkbiasangle >= 359.0f)
{
walkbiasangle = 0.0f;
}
else
{
walkbiasangle+= 10;
}
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
}
if (keys[VK_DOWN])
{
xpos += (float)sin(heading*piover180) * 0.3f * 3;
zpos += (float)cos(heading*piover180) * 0.3f * 3;
if (walkbiasangle <= 1.0f)
{
walkbiasangle = 359.0f;
}
else
{
walkbiasangle-= 10;
}
walkbias = (float)sin(walkbiasangle * piover180)/20.0f;
}
if (keys[VK_RIGHT])
{
xpos += (float)sin((heading + 90)*piover180) * 0.3f * 3; // ( Modified )
zpos += (float)cos((heading + 90)*piover180) * 0.3f * 3; // ( Modified )
if (walkbiasangle <= 1.0f) // ( Modified )
{
walkbiasangle = 359.0f; // ( Modified )
}
else
{
walkbiasangle-= 10; // ( Modified )
}
walkbias = (float)sin(walkbiasangle * piover180)/20.0f; // ( Modified )
}
if (keys[VK_LEFT])
{
xpos += (float)sin((heading - 90)*piover180) * 0.3f * 3; // ( Modified )
zpos += (float)cos((heading - 90)*piover180) * 0.3f * 3; // ( Modified )
if (walkbiasangle <= 1.0f) // ( Modified )
{
walkbiasangle = 359.0f; // ( Modified )
}
else
{
walkbiasangle-= 10; // ( Modified )
}
walkbias = (float)sin(walkbiasangle * piover180)/20.0f; // ( Modified )
}
if (keys[VK_PRIOR])
{
lookupdown-= 1.0f;
}
if (keys[VK_NEXT])
{
lookupdown+= 1.0f;
}
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("Mini Game",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
darknes666
پنج شنبه 19 اردیبهشت 1392, 16:41 عصر
بخش از کد یک موتور برای ترسیم اسمون
#define BACK_ID 0 // The texture ID for the back side of the cube
#define FRONT_ID 1 // The texture ID for the front side of the cube
#define BOTTOM_ID 2 // The texture ID for the bottom side of the cube
#define TOP_ID 3 // The texture ID for the top side of the cube
#define LEFT_ID 4 // The texture ID for the left side of the cube
#define RIGHT_ID 5 // The texture ID for the right side of the cube
UINT g_Texture[MAX_TEXTURES] = {0}; // This holds the texture info, referenced by an ID
void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
FILE *pFile = NULL; // The File Handle we will use to read the bitmap
if(!strFileName) // Return from the function if no file name was passed in
return;
pFile = fopen(strFileName,"r"); // Check To See If The File Exists
if(pFile) // If we have a valid file pointer we found the file
{
pBitmap = auxDIBImageLoad(strFileName); // Load the bitmap and store the data
}
else // If we can't find the file, quit!
{ // Prompt the error message
MessageBox(NULL, "Couldn't find a texture!", "Error!", MB_OK);
exit(0);
}
// Generate a texture with the associative texture ID stored in the array
glGenTextures(1, &textureArray[textureID]);
// This sets the alignment requirements for the start of each pixel row in memory.
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// Bind the texture to the texture arrays index and init the texture
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
// Build Mipmaps (builds different versions of the picture for distances - looks better)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
// Lastly, we need to tell OpenGL the quality of our texture map. GL_LINEAR_MIPMAP_LINEAR
// is the smoothest. GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR,
// but looks blochy and pixilated. Good for slower computers though.
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR_MIPMAP_LINEAR);
// The default GL_TEXTURE_WRAP_S and ""_WRAP_T property is GL_REPEAT.
// We need to turn this to GL_CLAMP_TO_EDGE, otherwise it creates ugly seems
// in our sky box. GL_CLAMP_TO_EDGE does not repeat when bound to an object.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Now we need to free the bitmap data that we loaded since openGL stored it as a texture
if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}
free(pBitmap); // Free the bitmap structure
}
}
void CreateSkyBox(float x, float y, float z, float width, float height, float length)
{
// This is the most important function of this tutorial. This function
// used to just create a silly colored cube in the RotateCube tutorial,
// but now it creates something beautiful. You'll notice we added
// some more parameters to the function. This way we can change the perspective
// of the sky box. It doesn't really look good if it's a perfect cube. Some
// textures look better at different ratios. We assign the sky box textures
// to each side of the box creating the illusion of a detailed 3D world.
// You will notice I had to change the texture coordinates for every one
// to be flipped correctly. Also, depending on your culling, the vertex
// order might need to be changed around. I don't use culling in this tutorial
// so it will work fine here, but be sure to remember this if you do.
// Bind the BACK texture of the sky map to the BACK side of the cube
glBindTexture(GL_TEXTURE_2D, g_Texture[BACK_ID]);
// Since we want the sky box to be centered around X, Y, and Z for ease,
// we do a little math to accomplish this. We just change the X, Y and Z
// to perform this task. If we just minus half the width, height and length
// from x, y and z it will give us the desired result. Now when we create the
// box it will center it around (x, y, z)
// This centers the sky box around (x, y, z)
x = x - width / 2;
y = y - height / 2;
z = z - length / 2;
// Start drawing the side as a QUAD
glBegin(GL_QUADS);
// Assign the texture coordinates and vertices for the BACK Side
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
// Bind the FRONT texture of the sky map to the FRONT side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[FRONT_ID]);
// Start drawing the side as a QUAD
glBegin(GL_QUADS);
// Assign the texture coordinates and vertices for the FRONT Side
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z + length);
glEnd();
// Bind the BOTTOM texture of the sky map to the BOTTOM side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[BOTTOM_ID]);
// Start drawing the side as a QUAD
glBegin(GL_QUADS);
// Assign the texture coordinates and vertices for the BOTTOM Side
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glEnd();
// Bind the TOP texture of the sky map to the TOP side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[TOP_ID]);
// Start drawing the side as a QUAD
glBegin(GL_QUADS);
// Assign the texture coordinates and vertices for the TOP Side
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glEnd();
// Bind the LEFT texture of the sky map to the LEFT side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[LEFT_ID]);
// Start drawing the side as a QUAD
glBegin(GL_QUADS);
// Assign the texture coordinates and vertices for the LEFT Side
glTexCoord2f(1.0f, 1.0f); glVertex3f(x, y + height, z);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x, y + height, z + length);
glTexCoord2f(0.0f, 0.0f); glVertex3f(x, y, z + length);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x, y, z);
glEnd();
// Bind the RIGHT texture of the sky map to the RIGHT side of the box
glBindTexture(GL_TEXTURE_2D, g_Texture[RIGHT_ID]);
// Start drawing the side as a QUAD
glBegin(GL_QUADS);
// Assign the texture coordinates and vertices for the RIGHT Side
glTexCoord2f(0.0f, 0.0f); glVertex3f(x + width, y, z);
glTexCoord2f(1.0f, 0.0f); glVertex3f(x + width, y, z + length);
glTexCoord2f(1.0f, 1.0f); glVertex3f(x + width, y + height, z + length);
glTexCoord2f(0.0f, 1.0f); glVertex3f(x + width, y + height, z);
glEnd();
}
int SkySetup(GLvoid) // All Setup For OpenGL Goes Here
{
CreateTexture(g_Texture, "data/Back.bmp", BACK_ID );
CreateTexture(g_Texture, "data/Front.bmp", FRONT_ID );
CreateTexture(g_Texture, "data/Bottom.bmp", BOTTOM_ID );
CreateTexture(g_Texture, "data/Top.bmp", TOP_ID );
CreateTexture(g_Texture, "data/Left.bmp", LEFT_ID );
CreateTexture(g_Texture, "data/Right.bmp", RIGHT_ID );
CreateSkyBox(0, 0, 0, 1400, 900, 1400);
return TRUE;
}
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