outdated: 16.Cool Looking Fog
这一篇主要说的是雾气。雾气模型,颜色等。
GLuint fogMode[] = {GL_EXP, GL_EXP2, GL_LINEAR};
GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0};
GL_LINEAR公式为:
GL_EXP公式为:
GL_EXP2公式为:
在InitGL()函数中,glFogi()、glFogfv()、glFogf()函数中各个参数在MSDN中都有详细的解释。
1 glFogi(GL_FOG_MODE, fogMode[fogfilter]); // Fog mode 2 glFogfv(GL_FOG_COLOR, fogColor); // Set fog color 3 glFogf(GL_FOG_DENSITY, 0.35f); // How dense will the fog be 4 glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog hint value 5 glFogf(GL_FOG_START, 1.0f); // Fog start depth 6 glFogf(GL_FOG_END, 5.0f); // Fog end depth 7 glEnable(GL_FOG); // Enable GL_FOG
下面为代码,同样修改部分为双行星号内。
1 #include <windows.h> 2 #include <stdio.h> 3 #include <math.h> 4 #include <gl/glew.h> 5 #include <gl/glut.h> 6 #include <GL/GLUAX.H> 7 #pragma comment(lib, "legacy_stdio_definitions.lib") 8 /* 9 * Every OpenGL program is linked to a Rendering Context. 10 * A Rendering Context is what links OpenGL calls to the Device Context. 11 * In order for your program to draw to a Window you need to create a Device Context. 12 * The DC connects the Window to the GDI (Graphics Device Interface). 13 */ 14 15 HGLRC hRC = NULL; // Permanent rendering context 16 HDC hDC = NULL; // Private GDI device context 17 HWND hWnd = NULL; // Holds our window handle 18 HINSTANCE hInstance; // Holds the instance of the application 19 20 /* 21 * It's important to make this global so that each procedure knows if 22 * the program is running in fullscreen mode or not. 23 */ 24 25 bool keys[256]; // Array used for the keyboard routine 26 bool active = TRUE; // Window active flag set to TRUE by default 27 bool fullscreen = TRUE; // Fullscreen flag set to fullscreen mode by default 28 29 /******************************************************************************************************************************************/ 30 /******************************************************************************************************************************************/ 31 bool light; 32 bool lp; 33 bool fp; 34 35 GLfloat xrot; 36 GLfloat yrot; 37 GLfloat xspeed; 38 GLfloat yspeed; 39 GLfloat z = -5.0f; 40 41 GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; 42 GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; 43 GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f }; 44 45 GLuint texture[3]; 46 47 bool gp; 48 GLuint filter; 49 GLuint fogMode[] = {GL_EXP, GL_EXP2, GL_LINEAR}; 50 GLuint fogfilter = 0; 51 GLfloat fogColor[4] = {0.5, 0.5, 0.5, 1.0}; 52 /******************************************************************************************************************************************/ 53 /******************************************************************************************************************************************/ 54 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc 55 56 AUX_RGBImageRec* LoadBMP(char* Filename) 57 { 58 FILE* File = NULL; 59 60 if (!Filename) { 61 return NULL; 62 } 63 64 File = fopen(Filename, "r"); 65 if (File) { 66 fclose(File); 67 return auxDIBImageLoad(Filename); 68 } 69 70 return NULL; 71 } 72 73 int LoadGLTextures() 74 { 75 int Status = FALSE; 76 77 AUX_RGBImageRec* TextureImage[1]; 78 79 memset(TextureImage, 0, sizeof(void*) * 1); 80 /******************************************************************************************************************************************/ 81 /******************************************************************************************************************************************/ 82 if (TextureImage[0] = LoadBMP("1.bmp")) { 83 Status = TRUE; 84 glGenTextures(3, &texture[0]); 85 86 glBindTexture(GL_TEXTURE_2D, texture[0]); 87 glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 88 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); 89 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 90 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 91 92 93 glBindTexture(GL_TEXTURE_2D, texture[1]); 94 glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 95 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); 96 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 97 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 98 99 glBindTexture(GL_TEXTURE_2D, texture[2]); 100 gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 101 GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data); 102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); 104 } 105 /******************************************************************************************************************************************/ 106 /******************************************************************************************************************************************/ 107 if (TextureImage[0]) { 108 if (TextureImage[0]->data) { 109 free(TextureImage[0]->data); 110 } 111 free(TextureImage[0]); 112 } 113 return Status; 114 } 115 116 GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize and initialize the GL window 117 { 118 if (height == 0) { // Prevent a divide by zero by 119 height = 1; // Making height equal one 120 } 121 122 glViewport(0, 0, width, height); // Reset the current viewport 123 124 /* 125 * The following lines set the screen up for a perspective view. 126 * Meaning things in the distance get smaller. This creates a realistic looking scene. 127 * The perspective is calculated with a 45 degree viewing angle based on 128 * the windows width and height. The 0.1f, 100.0f is the starting point and 129 * ending point for how deep we can draw into the screen. 130 * 131 * The projection matrix is responsible for adding perspective to our scene. 132 * glLoadIdentity() restores the selected matrix to it's original state. 133 * The modelview matrix is where our object information is stored. 134 * Lastly we reset the modelview matrix. 135 */ 136 137 glMatrixMode(GL_PROJECTION); // Select the projection matrix 138 glLoadIdentity(); // Reset the projection matrix 139 140 // Calculate the aspect ratio of the window 141 gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f); 142 143 glMatrixMode(GL_MODELVIEW); // Seclet the modelview matrix 144 glLoadIdentity(); // Reset the modelview matrix 145 } 146 /******************************************************************************************************************************************/ 147 /******************************************************************************************************************************************/ 148 int InitGL(GLvoid) // All setup for OpenGL goes here 149 { 150 /* 151 * Smooth shading blends colors nicely across a polygon, and smoothes out lighting. 152 */ 153 154 if (!LoadGLTextures()) { 155 return FALSE; 156 } 157 158 glEnable(GL_TEXTURE_2D); 159 glShadeModel(GL_SMOOTH); // Enables smooth shading 160 glClearColor(0.5f, 0.5f, 0.5f, 1.0f); // Black background 161 162 glClearDepth(1.0f); // Depth buffer setup 163 164 glDepthFunc(GL_LEQUAL); 165 glEnable(GL_DEPTH_TEST); 166 167 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really nice perspective calculations 168 169 glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); 170 glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); 171 glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); 172 glEnable(GL_LIGHT1); 173 174 glFogi(GL_FOG_MODE, fogMode[fogfilter]); // Fog mode 175 glFogfv(GL_FOG_COLOR, fogColor); // Set fog color 176 glFogf(GL_FOG_DENSITY, 0.35f); // How dense will the fog be 177 glHint(GL_FOG_HINT, GL_DONT_CARE); // Fog hint value 178 glFogf(GL_FOG_START, 1.0f); // Fog start depth 179 glFogf(GL_FOG_END, 5.0f); // Fog end depth 180 glEnable(GL_FOG); // Enable GL_FOG 181 182 return TRUE; 183 } 184 /* 185 * For now all we will do is clear the screen to the color we previously decided on, 186 * clear the depth buffer and reset the scene. We wont draw anything yet. 187 */ 188 int DrawGLScene(GLvoid) // Here's where we do all the drawing 189 { 190 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the screen and the depth buffer 191 glLoadIdentity(); 192 193 glTranslatef(0.0f, 0.0f, z); 194 195 glRotatef(xrot, 1.0f, 0.0f, 0.0f); 196 glRotatef(yrot, 0.0f, 1.0f, 0.0f); 197 198 glBindTexture(GL_TEXTURE_2D, texture[filter]); 199 200 glBegin(GL_QUADS); 201 // Front Face 202 glNormal3f(0.0f, 0.0f, 1.0f); 203 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); 204 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); 205 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); 206 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); 207 // Back Face 208 glNormal3f(0.0f, 0.0f, -1.0f); 209 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); 210 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); 211 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); 212 glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); 213 // Top Face 214 glNormal3f(0.0f, 1.0f, 0.0f); 215 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); 216 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); 217 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); 218 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); 219 // Bottom Face 220 glNormal3f(0.0f, -1.0f, 0.0f); 221 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); 222 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); 223 glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); 224 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); 225 // Right face 226 glNormal3f(1.0f, 0.0f, 0.0f); 227 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); 228 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); 229 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); 230 glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); 231 // Left Face 232 glNormal3f(-1.0f, 0.0f, 0.0f); 233 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); 234 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); 235 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); 236 glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); 237 glEnd(); 238 239 xrot += xspeed; 240 yrot += yspeed; 241 return TRUE; // everthing went OK 242 } 243 /******************************************************************************************************************************************/ 244 /******************************************************************************************************************************************/ 245 /* 246 * The job of KillGLWindow() is to release the Rendering Context, 247 * the Device Context and finally the Window Handle. 248 */ 249 250 GLvoid KillGLWindow(GLvoid) // Properly kill the window 251 { 252 if (fullscreen) { // Are we in fullscreen mode 253 254 /* 255 * We use ChangeDisplaySettings(NULL,0) to return us to our original desktop. 256 * After we've switched back to the desktop we make the cursor visible again. 257 */ 258 259 ChangeDisplaySettings(NULL, 0); // if so switch back to the desktop 260 ShowCursor(TRUE); // Show mouse pointer 261 } 262 263 if (hRC) { // Do we have a rendering context 264 if (!wglMakeCurrent(NULL, NULL)) { // Are we able to release the DC and RC contexts 265 MessageBox(NULL, "Release of DC and RC failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 266 } 267 268 if (!wglDeleteContext(hRC)) { // Are we able to delete the RC 269 MessageBox(NULL, "Release rendering context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 270 hRC = NULL; // Set RC to NULL 271 } 272 273 if (hDC && !ReleaseDC(hWnd, hDC)) { // Are we able to release the DC 274 MessageBox(NULL, "Release device context failed.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 275 hDC = NULL; // Set DC to NULL 276 } 277 if (hWnd && !DestroyWindow(hWnd)) { // Are we able to destroy the window 278 MessageBox(NULL, "Could not release hWnd.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 279 hWnd = NULL; // Set hWnd to NULL 280 } 281 282 if (!UnregisterClass("OpenGL", hInstance)) { // Are we able to unregister class 283 MessageBox(NULL, "Could not register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION); 284 hInstance = NULL; // Set hInstance to NULL 285 } 286 } 287 /******************************************************************************************************************************************/ 288 /******************************************************************************************************************************************/ 289 /******************************************************************************************************************************************/ 290 /******************************************************************************************************************************************/ 291 } 292 293 /* 294 * The next section of code creates our OpenGL Window. 295 */ 296 297 BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) 298 { 299 /* 300 * Find a pixel format that matches the one we want 301 */ 302 GLuint PixelFormat; // Holds the result after serching for a match 303 304 /* 305 * Before you create a window, you MUST register a Class for the window 306 */ 307 WNDCLASS wc; // Windows class structure 308 309 /* 310 * dwExStyle and dwStyle will store the Extended and normal Window Style Information. 311 */ 312 DWORD dwExStyle; // Window extend style 313 DWORD dwStyle; // Window style 314 315 RECT WindowRect; // Grabs rectangle upper left/lower right values 316 WindowRect.left = (long)0; // Set left value to 0 317 WindowRect.right = (long)width; // Set right value to requested width 318 WindowRect.top = (long)0; // Set top value to 0 319 WindowRect.bottom = (long)height; // Set bottom value to requested height 320 321 fullscreen = fullscreenflag; // Set the global fullscreen flag 322 323 /* 324 * The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized. 325 * CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications. 326 * WndProc is the procedure that watches for messages in our program. 327 * No extra Window data is used so we zero the two fields. Then we set the instance. 328 * Next we set hIcon to NULL meaning we don't want an ICON in the Window, 329 * and for a mouse pointer we use the standard arrow. The background color doesn't matter 330 * (we set that in GL). We don't want a menu in this Window so we set it to NULL, 331 * and the class name can be any name you want. I'll use "OpenGL" for simplicity. 332 */ 333 hInstance = GetModuleHandle(NULL); // Grab an instance for our window 334 wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw on move, and own DC for window 335 wc.lpfnWndProc = (WNDPROC)WndProc; // WndProc handles message 336 wc.cbClsExtra = 0; // No extra window date 337 wc.cbWndExtra = 0; // No extra window date 338 wc.hInstance = hInstance; // set the instance 339 wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load the default icon 340 wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load the arrow pointer 341 wc.hbrBackground = NULL; // No background requried for GL 342 wc.lpszMenuName = NULL; // We don't want a menu 343 wc.lpszClassName = "OpenGL"; // set the class name 344 345 if (!RegisterClass(&wc)) { // Attempt to register the window class 346 MessageBox(NULL, "Failed to register the window class.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 347 return FALSE; // Exit and return false 348 } 349 350 if (fullscreen) { // attempt fullsreen model 351 352 /* 353 T* here are a few very important things you should keep in mind when switching to full screen mode. 354 * Make sure the width and height that you use in fullscreen mode is the same as 355 * the width and height you plan to use for your window, and most importantly, 356 * set fullscreen mode BEFORE you create your window. 357 */ 358 DEVMODE dmScreenSettings; // Device mode 359 memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory's cleared 360 dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size of devmode structure 361 dmScreenSettings.dmPelsWidth = width; // Select window width 362 dmScreenSettings.dmPelsHeight = height; // Select window height 363 dmScreenSettings.dmBitsPerPel = bits; // Select bits per pixel 364 dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT; 365 366 /* 367 * In the line below ChangeDisplaySettings tries to switch to a mode that matches 368 * what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes, 369 * because it's supposed to remove the start bar at the bottom of the screen, 370 * plus it doesn't move or resize the windows on your desktop when you switch to 371 * fullscreen mode and back. 372 */ 373 //Try to set selected mode and get results. Note: CDS_FULLSCREEN gets rid of start bar 374 if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) { 375 //If the mode fails, offer two options. Quit or run in a window 376 if (MessageBox(NULL, "The requested fullscreen mode is not supported by\n your video card. Use" 377 "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES) 378 { 379 fullscreen = FALSE; // Select windowed mode (fullscreen=FLASE) 380 } 381 else { 382 // Pop up a message box letting user know the programe is closing. 383 MessageBox(NULL, "Program will now close.", "ERROR", MB_OK | MB_ICONSTOP); 384 return FALSE; // Exit and return FALSE 385 } 386 } 387 } 388 389 if (fullscreen) { // Are we still in fullscreen mode 390 391 /* 392 * If we are still in fullscreen mode we'll set the extended style to WS_EX_APPWINDOW, 393 * which force a top level window down to the taskbar once our window is visible. 394 * For the window style we'll create a WS_POPUP window. 395 * This type of window has no border around it, making it perfect for fullscreen mode. 396 397 * Finally, we disable the mouse pointer. If your program is not interactive, 398 * it's usually nice to disable the mouse pointer when in fullscreen mode. It's up to you though. 399 */ 400 dwExStyle = WS_EX_APPWINDOW; // Window extended style 401 dwStyle = WS_POPUP; // Window style 402 ShowCursor(FALSE); // Hide mosue pointer 403 } 404 else { 405 406 /* 407 * If we're using a window instead of fullscreen mode, 408 * we'll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look. 409 * For style we'll use WS_OVERLAPPEDWINDOW instead of WS_POPUP. 410 * WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border, 411 * window menu, and minimize / maximize buttons. 412 */ 413 dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window extended style 414 dwStyle = WS_OVERLAPPEDWINDOW; // Window style 415 } 416 417 /* 418 * By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders, 419 * instead, the window will be made larger to account for the pixels needed to draw the window border. 420 * In fullscreen mode, this command has no effect. 421 */ 422 AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust window to true resqusted 423 424 /* 425 * WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly. 426 * These styles prevent other windows from drawing over or into our OpenGL Window. 427 */ 428 if (!(hWnd = CreateWindowEx(dwExStyle, // Extended style for the window 429 "OpenGL", // Class name 430 title, // Window title 431 WS_CLIPSIBLINGS | // Requried window style 432 WS_CLIPCHILDREN | // Requried window style 433 dwStyle, // Select window style 434 0, 0, // Window position 435 WindowRect.right - WindowRect.left, // Calculate adjusted window width 436 WindowRect.bottom - WindowRect.top, // Calculate adjusted window height 437 NULL, // No parent window 438 NULL, // No menu 439 hInstance, // Instance 440 NULL))) // Don't pass anything to WM_CREATE 441 { 442 KillGLWindow(); //Reset the display 443 MessageBox(NULL, "Window creation error.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 444 return FALSE; // Retrurn FALSE; 445 } 446 447 /* 448 * aside from the stencil buffer and the (slow) accumulation buffer 449 */ 450 static PIXELFORMATDESCRIPTOR pfd = // pfd tells windows how we want things to be 451 { 452 sizeof(PIXELFORMATDESCRIPTOR), // Size of this pixel format descriptor 453 1, // Version number 454 PFD_DRAW_TO_WINDOW | // Format must support window 455 PFD_SUPPORT_OPENGL | // Format must support OpenGL 456 PFD_DOUBLEBUFFER, // Must support double buffer 457 PFD_TYPE_RGBA, // Request an RGBA format 458 bits, // Select our color depth 459 0, 0, 0, 0, 0, 0, // Color bits ignored 460 0, // No alpha buffer 461 0, // shift bit ignored 462 0, // No accumulation buffer 463 0, 0, 0, 0, // Accumulation bits ignored 464 16, // 16Bits Z_Buffer (depth buffer) 465 0, // No stencil buffer 466 0, // No auxiliary buffer 467 PFD_MAIN_PLANE, // Main drawing layer 468 0, // Reserved 469 0, 0, 0 // Layer makes ignored 470 }; 471 472 if (!(hDC = GetDC(hWnd))) { // Did we get a device context 473 KillGLWindow(); // Reset the display 474 MessageBox(NULL, "Can't create a GL device context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 475 return FALSE; // Return FALSE 476 } 477 478 if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) { // Did window find a matching pixel format 479 KillGLWindow(); // Reset the display 480 MessageBox(NULL, "Can't find a suitable pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 481 return FALSE; // Return FALSE; 482 } 483 484 if (!SetPixelFormat(hDC, PixelFormat, &pfd)) { // Are we able to set the pixel format 485 KillGLWindow(); // Reset the display 486 MessageBox(NULL, "Can't set the pixelformat.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 487 return FALSE; // Return FALSE; 488 } 489 490 if (!(hRC = wglCreateContext(hDC))) { // Are we able to rendering context 491 KillGLWindow(); // Reset the display 492 MessageBox(NULL, "Can't create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 493 return FALSE; // Return FASLE; 494 } 495 496 if (!wglMakeCurrent(hDC, hRC)) { // Try to activate the rendering context 497 KillGLWindow(); // Reset the display 498 MessageBox(NULL, "Can't activate the GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 499 return FALSE; // Return FALSE 500 } 501 502 /* 503 * ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen. 504 */ 505 ShowWindow(hWnd, SW_SHOW); // Show the window 506 SetForegroundWindow(hWnd); // slightly higher priority 507 SetFocus(hWnd); // Sets keyboard focus to the window 508 ReSizeGLScene(width, height); // Set up our perspective GL screen 509 510 /* 511 * we can set up lighting, textures, and anything else that needs to be setup in InitGL(). 512 */ 513 if (!InitGL()) { // Initialize our newly created GL window 514 KillGLWindow(); // Reset the display 515 MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION); 516 return FALSE; // Return FALSE 517 } 518 return TRUE; 519 } 520 521 LRESULT CALLBACK WndProc(HWND hWnd, // Handle for this window 522 UINT uMsg, // Message for this window 523 WPARAM wParam, // Additional message information 524 LPARAM lParam) // Additional message information 525 { 526 switch (uMsg) { // Check for window message 527 case WM_ACTIVATE: { // Check minimization state 528 if (!HIWORD(wParam)) { 529 active = TRUE; // Program is active 530 } 531 else { 532 active = FALSE; // Program is no longer active 533 } 534 return 0; // Return to the message loop 535 } 536 case WM_SYSCOMMAND: { // Intercept system commands 537 switch (wParam) { // Check system calls 538 case SC_SCREENSAVE: // Screensaver trying to start 539 case SC_MONITORPOWER: // Monitor trying to enter powersave 540 return 0; // Prevent form happening 541 } 542 break; // Exit 543 } 544 case WM_CLOSE: { // Did we receive a close message 545 PostQuitMessage(0); // Send a quit message 546 return 0; 547 } 548 case WM_KEYDOWN: { // Is a key being held down 549 keys[wParam] = TRUE; // if so, mark it as TRUE 550 return 0; // Jump back 551 } 552 case WM_KEYUP: { // Has a key been released 553 keys[wParam] = FALSE; // if so, mark it as FALSE 554 return 0; // Jump back 555 } 556 case WM_SIZE: { // Resize the OpenGL window 557 ReSizeGLScene(LOWORD(lParam), HIWORD(lParam)); // LoWord = width HiWord = height 558 return 0; // Jump back 559 } 560 } 561 return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass all unhandled message to DefWindwProc 562 } 563 564 int WINAPI WinMain(HINSTANCE hInstance, // Instance 565 HINSTANCE hPrevInstance, // Previous instance 566 LPSTR lpCmdLine, // Command line parameters 567 int nCmdShow) // Window show state 568 { 569 MSG msg; // Window message structure 570 BOOL done = FALSE; // Bool variable to exit loop 571 // Ask the user which screen mode they prefer 572 if (MessageBox(NULL, "Would you like to run in fullscreen mode?", 573 "Start fullscreen?", MB_YESNO | MB_ICONQUESTION) == IDNO) 574 { 575 fullscreen = FALSE; // Window mode 576 } 577 // Create our OpenGL window 578 if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) { // (Modified) 579 return 0; // Quit if window was not create 580 } 581 582 while (!done) { // Loop that runs until donw = TRUE 583 if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { // Is there a message wating 584 if (msg.message == WM_QUIT) { // Havw we received a quit message 585 done = TRUE; // if so done = TRUE 586 } 587 else { // If not, deal with window message 588 TranslateMessage(&msg); // Translate message 589 DispatchMessage(&msg); // Dispatch message 590 } 591 } 592 else { 593 // Draw the scene. Watch for ESC key and quit message from DrawGLScene() 594 if (active) { // Program active 595 if (keys[VK_ESCAPE]) { // Was ESC pressed 596 done = TRUE; // ESC signalled a quit 597 } 598 else { // Not time to quit, update screen 599 DrawGLScene(); // Draw scene 600 SwapBuffers(hDC); // Swap buffers (double buffering) 601 } 602 } 603 /******************************************************************************************************************************************/ 604 /******************************************************************************************************************************************/ 605 if (keys['L'] && !lp) { 606 lp = TRUE; 607 light = !light; 608 if (!light) { 609 glDisable(GL_LIGHTING); 610 } 611 else { 612 glEnable(GL_LIGHTING); 613 } 614 } 615 if (!keys['L']) { 616 lp = FALSE; 617 } 618 619 if (keys['F'] && !fp) { 620 fp = TRUE; 621 filter += 1; 622 if (filter > 2) { 623 filter = 0; 624 } 625 } 626 if (!keys['F']) { 627 fp = FALSE; 628 } 629 630 if (keys[VK_SUBTRACT]) { 631 z -= 0.005f; 632 } 633 if (keys[VK_ADD]) { 634 z += 0.005f; 635 } 636 if (keys[VK_UP]) { 637 xspeed -= 0.0005f; 638 } 639 if (keys[VK_DOWN]) { 640 xspeed += 0.0005f; 641 } 642 if (keys[VK_LEFT]) { 643 yspeed -= 0.0005f; 644 } 645 if (keys[VK_RIGHT]) { 646 yspeed += 0.0005f; 647 } 648 649 if (keys['G'] && !gp) { 650 gp = TRUE; 651 fogfilter += 1; 652 if (fogfilter > 2) { 653 fogfilter = 0; 654 } 655 glFogi(GL_FOG_MODE, fogMode[fogfilter]); 656 } 657 if (keys['G']) { 658 gp = FALSE; 659 } 660 /******************************************************************************************************************************************/ 661 /******************************************************************************************************************************************/ 662 /* 663 * It allows us to press the F1 key to switch from fullscreen mode to 664 * windowed mode or windowed mode to fullscreen mode. 665 */ 666 if (keys[VK_F1]) { // Is F1 being pressed 667 keys[VK_F1] = FALSE; // If so make key FASLE 668 KillGLWindow(); // Kill our current window 669 fullscreen = !fullscreen; // Toggle fullscreen / window mode 670 //Recreate our OpenGL window(modified) 671 if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) { 672 return 0; // Quit if window was not create 673 } 674 } 675 } 676 } 677 // Shutdown 678 KillGLWindow(); // Kill the window 679 return (msg.wParam); // Exit the program 680 }
Thanks for Nehe's tutorials, this is his home.