outdated: 33.Loading Compressed And Uncompressed TGA's

这一篇主要讲的是TGA文件的加载,TGA文件分为压缩与未压缩的两种。

uncompressed和compressed的标头是不一样,

// Uncompressed TGA header
GLubyte uTGAcompare[12] = { 0,0,2,0,0,0,0,0,0,0,0,0 };
// Compressed TGA header
GLubyte cTGAcompare[12] = { 0,0,10,0,0,0,0,0,0,0,0,0 };

未压缩的TGA文件,在最后直接读取imageData就可以了,期间在将RGB转换为BGR时,做了加速。如下,

for (GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel) {
    texture->imageData[cswap] ^= texture->imageData[cswap + 2] ^= 
    texture->imageData[cswap] ^= texture->imageData[cswap + 2];
}

压缩过的TGA文件,在读取数据时,需要对每个像素点处理。位图是按照RLE(游程编码run-length encoding)无损压缩的。

一开始会先读取RLE header,我们假定存到了counter变量。若小于128,则每次读取一个颜色缓存块,且转换RGB到BGR,一共counter次。24位图读24/8即3个unsigned char,32位图读32/8即4个unsigned char。转换RGB到BGR时也可以做加速。

若读的RLE header即counter大于等于128,因是short,则把RLE header存为-127。现在只读取一次(一个颜色缓存块),然后来转换counter次RGB到BGR。

下面为读取压缩和未压缩TGA的代码,

bool LoadUncompressedTGA(Texture* texture, char* filename, FILE* fTGA)
{
    if (fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) {
        MessageBox(NULL, "Coudl not read info header", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    texture->width = tga.header[1] * 256 + tga.header[0];
    texture->height = tga.header[3] * 256 + tga.header[2];
    texture->bpp = tga.header[4];
    tga.Width = texture->width;
    tga.Height = texture->height;
    tga.Bpp = texture->bpp;

    if ((texture->width <= 0) || (texture->height <= 0) || (texture->bpp != 24) && (texture->bpp != 32)) {
        MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    if (texture->bpp == 24) {
        texture->type = GL_RGB;
    }
    else {
        texture->type = GL_RGBA;
    }

    tga.bytesPerPixel = tga.Bpp / 8;
    tga.imageSize = tga.Width * tga.Height * tga.bytesPerPixel;

    texture->imageData = (GLubyte*)malloc(tga.imageSize);
    if (texture->imageData == NULL) {
        MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }

    if (fread(texture->imageData, 1, tga.imageSize, fTGA) != tga.imageSize) {
        MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);
        if (texture->imageData != NULL) {
            free(texture->imageData);
        }
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }

    for (GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel) {
        texture->imageData[cswap] ^= texture->imageData[cswap + 2] ^= 
            texture->imageData[cswap] ^= texture->imageData[cswap + 2];
    }
    fclose(fTGA);
    return true;
}

bool LoadCompressedTGA(Texture* texture, char* filename, FILE* fTGA)
{
    if (fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) {
        MessageBox(NULL, "Coudl not read info header", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    texture->width = tga.header[1] * 256 + tga.header[0];
    texture->height = tga.header[3] * 256 + tga.header[2];
    texture->bpp = tga.header[4];
    tga.Width = texture->width;
    tga.Height = texture->height;
    tga.Bpp = texture->bpp;

    if ((texture->width <= 0) || (texture->height <= 0) || (texture->bpp != 24) && (texture->bpp != 32)) {
        MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    if (texture->bpp == 24) {
        texture->type = GL_RGB;
    }
    else {
        texture->type = GL_RGBA;
    }

    tga.bytesPerPixel = tga.Bpp / 8;
    tga.imageSize = tga.Width * tga.Height * tga.bytesPerPixel;

    texture->imageData = (GLubyte*)malloc(tga.imageSize);
    if (texture->imageData == NULL) {
        MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }

    GLuint pixelcount = tga.Height * tga.Width;                  // Number of pixel in the image
    GLuint currentpixel = 0;                                     // Current pixel reading from data
    GLuint currentbyte = 0;                                      // Current byte writing into imagedata
    GLubyte* colorbuffer = (GLubyte*)malloc(tga.bytesPerPixel);  // Storage for 1 pixel

    do {
        GLubyte chunkheader = 0;                                 // Storage for "chunk" header
        if (fread(&chunkheader, sizeof(GLubyte), 1, fTGA) == 0) {
            MessageBox(NULL, "Could not read RLE header", "ERROR", MB_OK);
            if (fTGA != NULL) {
                fclose(fTGA);
            }
            if (texture->imageData != NULL) {
                free(texture->imageData);
            }
            return false;
        }
        if (chunkheader < 128) {
            chunkheader++;
            for (short counter = 0; counter < chunkheader; ++counter) {
                if (fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) {
                    MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);
                    if (fTGA != NULL) {
                        fclose(fTGA);
                    }
                    if (texture->imageData != NULL) {
                        free(texture->imageData);
                    }
                    if (colorbuffer != NULL) {
                        free(colorbuffer);
                    }
                    return false;
                }
                // Flip R and B vcolor values around in the process
                texture->imageData[currentbyte] = colorbuffer[2];
                texture->imageData[currentbyte + 1] = colorbuffer[1];
                texture->imageData[currentbyte + 2] = colorbuffer[0];

                if (tga.bytesPerPixel == 4) {                // If its a 32 bpp image
                    texture->imageData[currentbyte + 3] = colorbuffer[3]; // Copy the 4th byte
                }
                // Increase thecurrent byte by the number of bytes per pixel
                currentbyte += tga.bytesPerPixel;
                currentpixel++;
                
                if (currentpixel > pixelcount) {
                    MessageBox(NULL, "Too many pixel read", "ERROR", MB_OK);
                    if (fTGA != NULL) {
                        fclose(fTGA);
                    }
                    if (texture->imageData != NULL) {
                        free(texture->imageData);
                    }
                    if (colorbuffer != NULL) {
                        free(colorbuffer);
                    }
                    return false;
                }
            }
        }
        else {
            chunkheader -= 127;
            if (fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) {
                MessageBox(NULL, "Could not read from file", "ERROR", MB_OK);
                if (fTGA != NULL) {
                    fclose(fTGA);
                }
                if (texture->imageData != NULL) {
                    free(texture->imageData);
                }
                if (colorbuffer != NULL) {
                    free(colorbuffer);
                }
                return false;
            }
            for (short counter = 0; counter < chunkheader; ++counter) {
                texture->imageData[currentbyte] = colorbuffer[2];
                texture->imageData[currentbyte + 1] = colorbuffer[1];
                texture->imageData[currentbyte + 2] = colorbuffer[0];

                if (tga.bytesPerPixel == 4) {
                    texture->imageData[currentbyte + 3] = colorbuffer[3];
                }
                currentbyte += tga.bytesPerPixel;
                currentpixel++;
                
                if (currentpixel > pixelcount) {
                    MessageBox(NULL, "Too many pixel read", "ERROR", MB_OK);
                    if (fTGA != NULL) {
                        fclose(fTGA);
                    }
                    if (texture->imageData != NULL) {
                        free(texture->imageData);
                    }
                    if (colorbuffer != NULL) {
                        free(colorbuffer);
                    }
                    return false;
                }
            }
        }
    } while (currentpixel < pixelcount);
    fclose(fTGA);
    return false;
}
UnTGACompressed/Compressed--tga

下面为完整代码,

#ifndef TEXTURE_H
#define TEXTURE_H

#include <windows.h>
#include <stdio.h>
#include <GL\glut.h>

#pragma comment(lib, "legacy_stdio_definitions.lib")

typedef struct {
    GLubyte* imageData;
    GLuint bpp;                        // The number of bits per pixel 
    GLuint width;
    GLuint height;
    GLuint texID;                     // Texture ID
    GLuint type;                       // GL_RGB or GL_RGBA
} Texture;

#endif
Texture.h
#ifndef TGA_H
#define TGA_H

#include <Windows.h>
#include <stdio.h>
#include <GL\glut.h>
#include "Texture.h"
#pragma comment(lib, "legacy_stdio_definitions.lib")

typedef struct {
    GLubyte Header[12];
} TGAHeader;

typedef struct {
    GLubyte header[6];
    GLuint bytesPerPixel;
    GLuint imageSize;
    GLuint type;                       // GL_RGB or GL_RGBA
    GLuint Height;
    GLuint Width;
    GLuint Bpp;                        // The number of bits per pixel 
} TGA;

TGAHeader tgaheader;
TGA tga;

// Uncompressed TGA header
GLubyte uTGAcompare[12] = { 0,0,2,0,0,0,0,0,0,0,0,0 };
// Compressed TGA header
GLubyte cTGAcompare[12] = { 0,0,10,0,0,0,0,0,0,0,0,0 };

// Load an uncompressed file
bool LoadUncompressedTGA(Texture*, char*, FILE*);
// Load an compressed file
bool LoadCompressedTGA(Texture*, char*, FILE*);

#endif
TGA.h
#include "TGA.h"

bool LoadTGA(Texture* texture, char* filename)
{
    FILE* fTGA;
    fTGA = fopen(filename, "rb");

    if (fTGA == NULL) {
        MessageBox(NULL, "Could not open texture file", "ERROR", MB_OK);
        return false;
    }
    if (fread(&tgaheader, sizeof(TGAHeader), 1, fTGA) == 0) {
        MessageBox(NULL, "Could not read file header", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    if (memcmp(uTGAcompare, &tgaheader, sizeof(tgaheader)) == 0) {
        LoadUncompressedTGA(texture, filename, fTGA);
    }
    else if (memcmp(cTGAcompare, &tgaheader, sizeof(tgaheader)) == 0) {
        LoadCompressedTGA(texture, filename, fTGA);
    }
    else {
        MessageBox(NULL, "TGA file be type 2 or 10", "Invaild Image", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    return true;
}

bool LoadUncompressedTGA(Texture* texture, char* filename, FILE* fTGA)
{
    if (fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) {
        MessageBox(NULL, "Coudl not read info header", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    texture->width = tga.header[1] * 256 + tga.header[0];
    texture->height = tga.header[3] * 256 + tga.header[2];
    texture->bpp = tga.header[4];
    tga.Width = texture->width;
    tga.Height = texture->height;
    tga.Bpp = texture->bpp;

    if ((texture->width <= 0) || (texture->height <= 0) || (texture->bpp != 24) && (texture->bpp != 32)) {
        MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    if (texture->bpp == 24) {
        texture->type = GL_RGB;
    }
    else {
        texture->type = GL_RGBA;
    }

    tga.bytesPerPixel = tga.Bpp / 8;
    tga.imageSize = tga.Width * tga.Height * tga.bytesPerPixel;

    texture->imageData = (GLubyte*)malloc(tga.imageSize);
    if (texture->imageData == NULL) {
        MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }

    if (fread(texture->imageData, 1, tga.imageSize, fTGA) != tga.imageSize) {
        MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);
        if (texture->imageData != NULL) {
            free(texture->imageData);
        }
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }

    for (GLuint cswap = 0; cswap < (int)tga.imageSize; cswap += tga.bytesPerPixel) {
        texture->imageData[cswap] ^= texture->imageData[cswap + 2] ^= 
            texture->imageData[cswap] ^= texture->imageData[cswap + 2];
    }
    fclose(fTGA);
    return true;
}

bool LoadCompressedTGA(Texture* texture, char* filename, FILE* fTGA)
{
    if (fread(tga.header, sizeof(tga.header), 1, fTGA) == 0) {
        MessageBox(NULL, "Coudl not read info header", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    texture->width = tga.header[1] * 256 + tga.header[0];
    texture->height = tga.header[3] * 256 + tga.header[2];
    texture->bpp = tga.header[4];
    tga.Width = texture->width;
    tga.Height = texture->height;
    tga.Bpp = texture->bpp;

    if ((texture->width <= 0) || (texture->height <= 0) || (texture->bpp != 24) && (texture->bpp != 32)) {
        MessageBox(NULL, "Invalid texture information", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }
    if (texture->bpp == 24) {
        texture->type = GL_RGB;
    }
    else {
        texture->type = GL_RGBA;
    }

    tga.bytesPerPixel = tga.Bpp / 8;
    tga.imageSize = tga.Width * tga.Height * tga.bytesPerPixel;

    texture->imageData = (GLubyte*)malloc(tga.imageSize);
    if (texture->imageData == NULL) {
        MessageBox(NULL, "Could not allocate memory for image", "ERROR", MB_OK);
        if (fTGA != NULL) {
            fclose(fTGA);
        }
        return false;
    }

    GLuint pixelcount = tga.Height * tga.Width;                  // Number of pixel in the image
    GLuint currentpixel = 0;                                     // Current pixel reading from data
    GLuint currentbyte = 0;                                      // Current byte writing into imagedata
    GLubyte* colorbuffer = (GLubyte*)malloc(tga.bytesPerPixel);  // Storage for 1 pixel

    do {
        GLubyte chunkheader = 0;                                 // Storage for "chunk" header
        if (fread(&chunkheader, sizeof(GLubyte), 1, fTGA) == 0) {
            MessageBox(NULL, "Could not read RLE header", "ERROR", MB_OK);
            if (fTGA != NULL) {
                fclose(fTGA);
            }
            if (texture->imageData != NULL) {
                free(texture->imageData);
            }
            return false;
        }
        if (chunkheader < 128) {
            chunkheader++;
            for (short counter = 0; counter < chunkheader; ++counter) {
                if (fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) {
                    MessageBox(NULL, "Could not read image data", "ERROR", MB_OK);
                    if (fTGA != NULL) {
                        fclose(fTGA);
                    }
                    if (texture->imageData != NULL) {
                        free(texture->imageData);
                    }
                    if (colorbuffer != NULL) {
                        free(colorbuffer);
                    }
                    return false;
                }
                // Flip R and B vcolor values around in the process
                texture->imageData[currentbyte] = colorbuffer[2];
                texture->imageData[currentbyte + 1] = colorbuffer[1];
                texture->imageData[currentbyte + 2] = colorbuffer[0];

                if (tga.bytesPerPixel == 4) {                // If its a 32 bpp image
                    texture->imageData[currentbyte + 3] = colorbuffer[3]; // Copy the 4th byte
                }
                // Increase thecurrent byte by the number of bytes per pixel
                currentbyte += tga.bytesPerPixel;
                currentpixel++;
                
                if (currentpixel > pixelcount) {
                    MessageBox(NULL, "Too many pixel read", "ERROR", MB_OK);
                    if (fTGA != NULL) {
                        fclose(fTGA);
                    }
                    if (texture->imageData != NULL) {
                        free(texture->imageData);
                    }
                    if (colorbuffer != NULL) {
                        free(colorbuffer);
                    }
                    return false;
                }
            }
        }
        else {
            chunkheader -= 127;
            if (fread(colorbuffer, 1, tga.bytesPerPixel, fTGA) != tga.bytesPerPixel) {
                MessageBox(NULL, "Could not read from file", "ERROR", MB_OK);
                if (fTGA != NULL) {
                    fclose(fTGA);
                }
                if (texture->imageData != NULL) {
                    free(texture->imageData);
                }
                if (colorbuffer != NULL) {
                    free(colorbuffer);
                }
                return false;
            }
            for (short counter = 0; counter < chunkheader; ++counter) {
                texture->imageData[currentbyte] = colorbuffer[2];
                texture->imageData[currentbyte + 1] = colorbuffer[1];
                texture->imageData[currentbyte + 2] = colorbuffer[0];

                if (tga.bytesPerPixel == 4) {
                    texture->imageData[currentbyte + 3] = colorbuffer[3];
                }
                currentbyte += tga.bytesPerPixel;
                currentpixel++;
                
                if (currentpixel > pixelcount) {
                    MessageBox(NULL, "Too many pixel read", "ERROR", MB_OK);
                    if (fTGA != NULL) {
                        fclose(fTGA);
                    }
                    if (texture->imageData != NULL) {
                        free(texture->imageData);
                    }
                    if (colorbuffer != NULL) {
                        free(colorbuffer);
                    }
                    return false;
                }
            }
        }
    } while (currentpixel < pixelcount);
    fclose(fTGA);
    return false;
}
TGALoader.cpp
/******************************************************************************************************************************************/
/******************************************************************************************************************************************/
#include <windows.h>
#include <stdio.h>
#include <gl/glew.h>
#include <GL\glut.h>
#include "Texture.h"

#pragma comment(lib, "legacy_stdio_definitions.lib")

bool LoadTGA(Texture*, char*);

/*
*  Every OpenGL program is linked to a Rendering Context.
*  A Rendering Context is what links OpenGL calls to the Device Context.
*  In order for your program to draw to a Window you need to create a Device Context.
*  The DC connects the Window to the GDI (Graphics Device Interface).
*/

HGLRC     hRC = NULL;         // Permanent rendering context
HDC       hDC = NULL;         // Private GDI device context
HWND      hWnd = NULL;        // Holds our window handle
HINSTANCE hInstance;          // Holds the instance of the application

/*
*  It's important to make this global so that each procedure knows if
*  the program is running in fullscreen mode or not.
*/

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

float spin;
Texture texture[2];

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration for WndProc

/* Load bitmaps and convert to textures */
int LoadGLTexture()
{
    int Status = FALSE;

    if (LoadTGA(&texture[0], "Data/Uncompressed.tga") &&
        LoadTGA(&texture[1], "Data/Compressed.tga")) {
        Status = TRUE;

        for (int loop = 0; loop < 2; ++loop) {
            glGenTextures(1, &texture[loop].texID);
            glBindTexture(GL_TEXTURE_2D, texture[loop].texID);

            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            glTexImage2D(GL_TEXTURE_2D, 0, texture[loop].bpp / 8, texture[loop].width, texture[loop].height, 0, 
                texture[loop].type, GL_UNSIGNED_BYTE, texture[loop].imageData);

            if (texture[loop].imageData) {
                free(texture[loop].imageData);
            }
        }
    }
    return 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

    /*
    *  The following lines set the screen up for a perspective view.
    *  Meaning things in the distance get smaller. This creates a realistic looking scene.
    *  The perspective is calculated with a 45 degree viewing angle based on
    *  the windows width and height. The 0.1f, 100.0f is the starting point and
    *  ending point for how deep we can draw into the screen.
    *
    *  The projection matrix is responsible for adding perspective to our scene.
    *  glLoadIdentity() restores the selected matrix to it's original state.
    *  The modelview matrix is where our object information is stored.
    *   Lastly we reset the modelview matrix.
    */

    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, 1000.0f);
    //    glOrtho(0.0f, width, height, 0.0f, -1.0f, 1.0f);  // Create orhto 640X480 view (0, 0, at the top)

    glMatrixMode(GL_MODELVIEW);                       // Seclet the modelview matrix
    glLoadIdentity();                                 // Reset the modelview matrix
}

int InitGL(GLvoid)                                    // All setup for OpenGL goes here
{
    if (!LoadGLTexture()) {
        return FALSE;
    }

    glEnable(GL_TEXTURE_2D);
    glShadeModel(GL_SMOOTH);
    glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
    glClearDepth(1.0f);
    glEnable(GL_DEPTH_TEST);
    glDepthFunc(GL_LEQUAL);
    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

    return TRUE;
}

/*
*  For now all we will do is clear the screen to the color we previously decided on,
*  clear the depth buffer and reset the scene. We wont draw anything yet.
*/
bool DrawGLScene(GLvoid)                                  // Here's where we do all the drawing
{
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    glTranslatef(0.0f, 0.0f, -10.0f);

    spin += 0.05f;

    for (int loop = 0; loop < 20; ++loop) {
        glPushMatrix();
        glRotatef(spin + loop * 18.0f, 1.0f, 0.0f, 0.0f);
        glTranslatef(-2.0f, 2.0f, 0.0f);

        glBindTexture(GL_TEXTURE_2D, texture[0].texID);
        glBegin(GL_QUADS);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 0.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 0.0f);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
        glEnd();
        glPopMatrix();

        glPushMatrix();
        glTranslatef(2.0f, 0.0f, 0.0f);
        glRotatef(spin + loop * 36.0f, 0.0f, 1.0f, 0.0);
        glTranslatef(1.0f, 0.0f, 0.0f);

        glBindTexture(GL_TEXTURE_2D, texture[1].texID);
        glBegin(GL_QUADS);
            glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 0.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, -1.0f, 0.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
        glEnd();
        glPopMatrix();
    }
    
    return true;
}
/*
*  The job of KillGLWindow() is to release the Rendering Context,
*  the Device Context and finally the Window Handle.
*/

GLvoid KillGLWindow(GLvoid)                             // Properly kill the window
{
    if (fullscreen) {                                   // Are we in fullscreen mode
        /*
        *  We use ChangeDisplaySettings(NULL,0) to return us to our original desktop.
        *  After we've switched back to the desktop we make the cursor visible again.
        */
        ChangeDisplaySettings(NULL, 0);
        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 register class.", "SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
            hInstance = NULL;                            // Set hInstance to NULL
        }
    }
}
/*
* The next section of code creates our OpenGL Window.
*/

BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
    /*
    * Find  a pixel format that matches the one we want
    */
    GLuint PixelFormat;                                  // Holds the result after serching for a match

    /*
    * Before you create a window, you MUST register a Class for the window
    */
    WNDCLASS wc;                                         // Windows class structure

    /*
    *  dwExStyle and dwStyle will store the Extended and normal Window Style Information.
    */
    DWORD dwExStyle;                                     // Window extend 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

    /*
    *  The style CS_HREDRAW and CS_VREDRAW force the Window to redraw whenever it is resized.
    *  CS_OWNDC creates a private DC for the Window. Meaning the DC is not shared across applications.
    *  WndProc is the procedure that watches for messages in our program.
    *  No extra Window data is used so we zero the two fields. Then we set the instance.
    *  Next we set hIcon to NULL meaning we don't want an ICON in the Window,
    *  and for a mouse pointer we use the standard arrow. The background color doesn't matter
    *  (we set that in GL). We don't want a menu in this Window so we set it to NULL,
    *  and the class name can be any name you want. I'll use "OpenGL" for simplicity.
    */
    hInstance = GetModuleHandle(NULL);                   // Grab an 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 date
    wc.cbWndExtra = 0;                                   // No extra window date
    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 requried 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;                                    // Exit and return false
    }

    if (fullscreen) {                                    // attempt fullsreen model

        /*
        *  There are a few very important things you should keep in mind when switching to full screen mode.
        *  Make sure the width and height that you use in fullscreen mode is the same as
        *  the width and height you plan to use for your window, and most importantly,
        *  set fullscreen mode BEFORE you create your window.
        */
        DEVMODE dmScreenSettings;                        // Device mode
        memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Make sure memory's cleared
        dmScreenSettings.dmSize = sizeof(dmScreenSettings);     // Size of devmode structure
        dmScreenSettings.dmPelsWidth = width;            // Select window width
        dmScreenSettings.dmPelsHeight = height;          // Select window height
        dmScreenSettings.dmBitsPerPel = bits;            // Select bits per pixel
        dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;

        /*
        *  In the line below ChangeDisplaySettings tries to switch to a mode that matches
        *  what we stored in dmScreenSettings. I use the parameter CDS_FULLSCREEN when switching modes,
        *  because it's supposed to remove the start bar at the bottom of the screen,
        *  plus it doesn't move or resize the windows on your desktop when you switch to
        *  fullscreen mode and back.
        */
        //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 run in a window
            if (MessageBox(NULL, "The requested fullscreen mode is not supported by\n your video card. Use"
                "windowed mode instead?", "GL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
            {
                fullscreen = FALSE;                       // Select windowed mode (fullscreen=FLASE)
            }
            else {
                // Pop up a message box letting user know the programe 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 mode

        /*
        *  If we are still in fullscreen mode we'll set the extended style to WS_EX_APPWINDOW,
        *  which force a top level window down to the taskbar once our window is visible.
        *  For the window style we'll create a WS_POPUP window.
        *  This type of window has no border around it, making it perfect for fullscreen mode.
        *  Finally, we disable the mouse pointer. If your program is not interactive,
        *  it's usually nice to disable the mouse pointer when in fullscreen mode. It's up to you though.
        */
        dwExStyle = WS_EX_APPWINDOW;                      // Window extended style
        dwStyle = WS_POPUP;                               // Window style
        ShowCursor(FALSE);                                // Hide mosue pointer 
    }
    else {

        /*
        *  If we're using a window instead of fullscreen mode,
        *  we'll add WS_EX_WINDOWEDGE to the extended style. This gives the window a more 3D look.
        *  For style we'll use WS_OVERLAPPEDWINDOW instead of WS_POPUP.
        *  WS_OVERLAPPEDWINDOW creates a window with a title bar, sizing border,
        *  window menu, and minimize / maximize buttons.
        */
        dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;   // Window extended style
        dwStyle = WS_OVERLAPPEDWINDOW;                    // Window style
    }

    /*
    *  By using the AdjustWindowRectEx command none of our OpenGL scene will be covered up by the borders,
    *  instead, the window will be made larger to account for the pixels needed to draw the window border.
    *  In fullscreen mode, this command has no effect.
    */
    AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);  // Adjust window to true resqusted

    /*
    *  WS_CLIPSIBLINGS and WS_CLIPCHILDREN are both REQUIRED for OpenGL to work properly.
    *  These styles prevent other windows from drawing over or into our OpenGL Window.
    */
    if (!(hWnd = CreateWindowEx(dwExStyle,                // Extended style for the window
        "OpenGL",                                         // Class name
        title,                                            // Window title
        WS_CLIPSIBLINGS |                                 // Requried window style
        WS_CLIPCHILDREN |                                 // Requried window style
        dwStyle,                                          // Select 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;                                     // Retrurn FALSE;
    }

    /*
    *  aside from the stencil buffer and the (slow) accumulation buffer
    */
    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 buffer
        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,                                               // 16Bits Z_Buffer (depth buffer)
        0,                                                // No stencil buffer
        0,                                                // No auxiliary buffer
        PFD_MAIN_PLANE,                                   // Main drawing layer
        0,                                                // Reserved
        0, 0, 0                                           // Layer makes 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 window 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 rendering context
        KillGLWindow();                                   // Reset the display
        MessageBox(NULL, "Can't create a GL rendering context.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                                     // Return FASLE;
    }

    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    
    }

    /*
    *  ReSizeGLScene passing the screen width and height to set up our perspective OpenGL screen.
    */
    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

    /*
    *  we can set up lighting, textures, and anything else that needs to be setup in InitGL().
    */
    if (!InitGL()) {                                      // Initialize our newly created GL window
        KillGLWindow();                                   // Reset the display
        MessageBox(NULL, "Initialize Failed.", "ERROR", MB_OK | MB_ICONEXCLAMATION);
        return FALSE;                                     // Return FALSE
    }
    return TRUE;
}

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 window message
    case WM_ACTIVATE: {                               // Check minimization state
        if (!HIWORD(wParam)) {
            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 form happening
        }
        break;                                        // Exit
    }
    case WM_CLOSE: {                                  // Did we receive a close message
        PostQuitMessage(0);                           // Send a quit message
        return 0;
    }
    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
    }
    }
    return DefWindowProc(hWnd, uMsg, wParam, lParam);     // Pass all unhandled message to DefWindwProc
}

int WINAPI WinMain(HINSTANCE hInstance,                   // Instance
    HINSTANCE hPrevInstance,                              // Previous instance
    LPSTR lpCmdLine,                                      // Command line parameters
    int nCmdShow)                                         // Window show state
{
    MSG msg;                                              // Window 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;                               // Window mode
    }

    // Create our OpenGL window
    if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) {  // (Modified)
        return 0;                                         // Quit if window was not create
    }
    while (!done) {                                       // Loop that runs until donw = TRUE
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {   // Is there a message wating
            if (msg.message == WM_QUIT) {                 // Havw we received a quit message
                done = TRUE;                              // if so done  = TRUE
            }
            else {                                        // If not, deal with window message
                TranslateMessage(&msg);                   // Translate message
                DispatchMessage(&msg);                    // Dispatch message
            }
        }
        else {
            // Draw the scene. Watch for ESC key and quit message from DrawGLScene()
            if (active) {                                 // Program active
                if (keys[VK_ESCAPE]) {                    // Was ESC pressed
                    done = TRUE;                          // ESC signalled a quit
                }
                else {                                    // Not time to quit, update screen
                    DrawGLScene();                        // Draw scene
                    SwapBuffers(hDC);                     // Swap buffers (double buffering)
                }
            }
            /*
            *  It allows us to press the F1 key to switch from fullscreen mode to
            *  windowed mode or windowed mode to fullscreen mode.
            */
            if (keys[VK_F1]) {                            // Is F1 being pressed
                keys[VK_F1] = FALSE;                      // If so make key FASLE
                KillGLWindow();                           // Kill our current window
                fullscreen = !fullscreen;                 // Toggle fullscreen / window mode
                                                          //Recreate our OpenGL window(modified)
                if (!CreateGLWindow("3D Shapes", 640, 480, 16, fullscreen)) {
                    return 0;                             // Quit if window was not create
                }
            }
        }
    }
    // Shutdown
    KillGLWindow();                                       // Kill the window
//******************************************************************************************************************************************/
//******************************************************************************************************************************************/
    return (msg.wParam);                                  // Exit the program
}
Main.cpp

Thanks for Nehe's tutorials, this is his home.

posted @ 2016-09-06 19:49  clairvoyant  阅读(229)  评论(0编辑  收藏  举报