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/**************************
* Includes
*
**************************/
#include <windows.h>
#include <gl/gl.h>
#include <stdio.h>
#include <stdlib.h>
/**************************
* Function Declarations
*
**************************/
bool blnUp = false;
bool blnDown = false;
bool blnRight = false;
bool blnLeft = false;
LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam);
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC);
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC);
/**************************
* WinMain
*
**************************/
int WINAPI WinMain (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int iCmdShow)
{
WNDCLASS wc;
HWND hWnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
float thetaX = 0.0f;
float thetaY = 0.0f;
float theta = 0.0f;
/* register window class */
wc.style = CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) GetStockObject (BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "GLSample";
RegisterClass (&wc);
/* create main window */
hWnd = CreateWindow (
"GLSample", "OpenGL Sample",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
400, 200, 256, 256,
NULL, NULL, hInstance, NULL);
/* enable OpenGL for the window */
EnableOpenGL (hWnd, &hDC, &hRC);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
/*glEnable (GL_DEPTH_TEST);
glEnable (GL_LIGHTING);
//glEnable (GL_LIGHT0);
glEnable (GL_LIGHT1);
glShadeModel (GL_SMOOTH); //set the shader to smooth shader
glEnable(GL_COLOR_MATERIAL);*/
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* program main loop */
while (!bQuit)
{
if (blnUp)
{thetaX += 0.1f;}
if (blnDown)
{thetaX += -0.1f;}
if (blnRight)
{thetaY += 0.1f;}
if (blnLeft)
{thetaY += -0.1f;}
/* check for messages */
if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
{
/* handle or dispatch messages */
if (msg.message == WM_QUIT)
{
bQuit = TRUE;
}
else
{
TranslateMessage (&msg);
DispatchMessage (&msg);
}
}
else
{
/* OpenGL animation code goes here */
glClearColor (0.0f, 0.0f, 0.0f, 0.0f);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
//glTranslatef(0.0f, 0.5f, 0.0f);
/*GLfloat Light[] = {1, 1, 1};
glLightfv (GL_LIGHT1, GL_AMBIENT, Light); //change the light accordingly
//glLightfv (GL_LIGHT0, GL_DIFFUSE, Light); //change the light accordingly
GLfloat LightPosition[] = {0, 0, 1, 0};
//glLightfv (GL_LIGHT0, GL_POSITION, LightPosition);*/
glRotatef (thetaX, 1.0f, 0.0f, 0.0f);
glRotatef (thetaY, 0.0f, 1.0f, 0.0f);
glBegin (GL_QUADS);//back
glColor4f (0.5f, 0.5f, 0.0f, 0.5f);//yellow
glVertex3f (0.5f, -0.5f, 0.5f);
glVertex3f (0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, 0.5f);
glEnd ();
glBegin (GL_QUADS);//bottom
glColor4f (1.0f, 0.6f, 0.0f, 0.5f);//orange
glVertex3f (-0.5f, -0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, -0.5f);
glVertex3f (0.5f, -0.5f, -0.5f);
glVertex3f (0.5f, -0.5f, 0.5f);
glEnd ();
glBegin (GL_QUADS);//right
glColor4f (0.0f, 1.0f, 0.0f, 0.5f);//green
glVertex3f (0.5f, -0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, 0.5f);
glVertex3f (0.5f, -0.5f, 0.5f);
glEnd ();
glBegin (GL_QUADS);//left
glColor4f (0.0f, 0.0f, 1.0f, 0.5f);//blue
glVertex3f (-0.5f, -0.5f, -0.5f);
glVertex3f (-0.5f, 0.5f, -0.5f);
glVertex3f (-0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, -0.5f, 0.5f);
glEnd ();
glBegin (GL_QUADS);//top
glColor4f (1.0f, 0.0f, 0.0f, 0.5f);//red
glVertex3f (-0.5f, 0.5f, 0.5f);
glVertex3f (-0.5f, 0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, 0.5f);
glEnd ();
glBegin (GL_QUADS);//front
glColor4f (1.0f, 1.0f, 1.0f, 0.5f);//white
glVertex3f (-0.5f, -0.5f, -0.5f);
glVertex3f (-0.5f, 0.5f, -0.5f);
glVertex3f (0.5f, 0.5f, -0.5f);
glVertex3f (0.5f, -0.5f, -0.5f);
glEnd ();
glPopMatrix ();
SwapBuffers (hDC);
//theta += 1.0f;
//Sleep (10);
}
}
/* shutdown OpenGL */
DisableOpenGL (hWnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow (hWnd);
return msg.wParam;
}
/********************
* Window Procedure
*
********************/
LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CREATE:
return 0;
case WM_CLOSE:
PostQuitMessage (0);
return 0;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
return 0;
case VK_UP:
blnUp = true;
return 0;
case VK_DOWN:
blnDown = true;
return 0;
case VK_RIGHT:
blnRight = true;
return 0;
case VK_LEFT:
blnLeft = true;
return 0;
}
return 0;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
return 0;
case VK_UP:
blnUp = false;
return 0;
case VK_DOWN:
blnDown = false;
return 0;
case VK_RIGHT:
blnRight = false;
return 0;
case VK_LEFT:
blnLeft = false;
return 0;
}
return 0;
default:
return DefWindowProc (hWnd, message, wParam, lParam);
}
}
/*******************
* Enable OpenGL
*
*******************/
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC)
{
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC (hWnd);
/* set the pixel format for the DC */
ZeroMemory (&pfd, sizeof (pfd));
pfd.nSize = sizeof (pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat (*hDC, &pfd);
SetPixelFormat (*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext( *hDC );
wglMakeCurrent( *hDC, *hRC );
}
/******************
* Disable OpenGL
*
******************/
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC)
{
wglMakeCurrent (NULL, NULL);
wglDeleteContext (hRC);
ReleaseDC (hWnd, hDC);
}
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