outdated: 33.Loading Compressed And Uncompressed TGA's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,
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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; }
下面为完整代码,
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#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
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#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
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#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; }
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/******************************************************************************************************************************************/ /******************************************************************************************************************************************/ #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 }
Thanks for Nehe's tutorials, this is his home.