/* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing This Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */ #include // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include #include HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL; // Permanent Rendering Context HWND hWnd=NULL; // Holds Our Window Handle HINSTANCE hInstance; // Holds The Instance Of The Application 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 GLfloat rotY = 0; LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc using namespace std; class vector3 { public: vector3() : x( 0.0f ), y( 0.0f ), z( 0.0f ) {}; vector3( float a_X, float a_Y, float a_Z ) : x( a_X ), y( a_Y ), z( a_Z ) {}; vector3( const vector3 &v ) : x( v.x ), y( v.y ), z( v.z ) {}; inline void Set( float a_X, float a_Y, float a_Z ) { x = a_X; y = a_Y; z = a_Z; } inline void Normalize() { float l = 1.0f / Length(); x *= l; y *= l; z *= l; } inline void Invert(){x*=-1;y*=-1;z*=-1;} inline bool IsZeroLength() const { double d = x*x + y*y + z*z; return(d < (1e-06 * 1e-06));} inline float Dot(const vector3& a_V ) const { return x * a_V.x + y * a_V.y + z * a_V.z; } inline vector3 Cross( vector3 b ) const { return vector3( y * b.z - z * b.y, z * b.x - x * b.z, x * b.y - y * b.x ); } inline float Length() const { return (float)sqrt( x * x + y * y + z * z ); } inline float SqrLength() const { return x * x + y * y + z * z; } inline float Dist(const vector3 &a) const { float tmpX = (a.x - x) * (a.x - x); float tmpY = (a.y - y) * (a.y - y); float tmpZ = (a.z - z) * (a.z - z); return sqrt(tmpX+tmpY+tmpZ); } inline float operator[](const int i) const { return *(&x+i); } inline float& operator[](const int i) { return *(&x+i); } inline void operator += ( vector3& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; } inline void operator += ( int &val ) { x += val; y += val; z += val; } inline void operator += ( vector3* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; } inline void operator -= ( vector3& a_V ) { x -= a_V.x; y -= a_V.y; z -= a_V.z; } inline void operator -= ( vector3* a_V ) { x -= a_V->x; y -= a_V->y; z -= a_V->z; } inline void operator *= ( float f ) { x *= f; y *= f; z *= f; } inline void operator /= ( float f ) { x /= f; y /= f; z /= f; } inline void operator /= ( vector3& a_V ) { x /= a_V.x; y /= a_V.y; z /= a_V.z; } inline void operator *= ( vector3& a_V ) { x *= a_V.x; y *= a_V.y; z *= a_V.z; } inline void operator *= ( vector3* a_V ) { x *= a_V->x; y *= a_V->y; z *= a_V->z; } inline void operator = (const vector3 *a_v) {x = a_v->x; y = a_v->y; z = a_v->z;} inline bool operator ==(const vector3 &v)const {return (v.x == x && v.y == y && v.z == z);} inline bool operator !=(const vector3 &v)const {return !(v.x == x && v.y == y && v.z == z);} inline vector3 operator- () const { return vector3( -x, -y, -z ); } inline friend vector3 operator + ( const vector3& v1, const vector3& v2 ) { return vector3( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z ); } inline friend vector3 operator - ( const vector3& v1, const vector3& v2 ) { return vector3( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z ); } inline friend vector3 operator + ( const vector3& v1, vector3* v2 ) { return vector3( v1.x + v2->x, v1.y + v2->y, v1.z + v2->z ); } inline friend vector3 operator - ( const vector3& v1, vector3* v2 ) { return vector3( v1.x - v2->x, v1.y - v2->y, v1.z - v2->z ); } inline friend vector3 operator * ( const vector3& v, float f ) { return vector3( v.x * f, v.y * f, v.z * f ); } inline friend vector3 operator * ( const vector3& v1, vector3& v2 ) { return vector3( v1.x * v2.x, v1.y * v2.y, v1.z * v2.z ); } inline friend vector3 operator * ( float f, const vector3& v ) { return vector3( v.x * f, v.y * f, v.z * f ); } inline friend vector3 operator / ( float f, const vector3& v ) { return vector3( v.x / f, v.y / f, v.z / f ); } inline friend vector3 operator / ( const vector3& v,float f ) { return vector3( v.x / f, v.y / f, v.z / f ); } inline friend vector3 operator / ( const vector3& v1, const vector3& v2) { return vector3( v1.x / v2.x, v1.y / v2.y, v1.z / v2.z ); } static vector3 vector3::Max(const vector3 &a, const vector3 &b) { vector3 max; if(a.x > b.x)max.x = a.x; else max.x = b.x; if(a.y > b.y)max.y = a.y; else max.y = b.y; if(a.z > b.z)max.z = a.z; else max.z = b.z; return max; } static vector3 vector3::Min(const vector3 &a, const vector3 &b) { vector3 min; if(a.x < b.x)min.x = a.x; else min.x = b.x; if(a.y < b.y)min.y = a.y; else min.y = b.y; if(a.z < b.z)min.z = a.z; else min.z = b.z; return min; } std::string toString(){ char buffer[256]; sprintf(buffer,"%f, %f, %f",x,y,z); return buffer; } union { struct { float x, y, z; }; struct { float cell[3]; }; }; }; std::vector pointList; std::vector lineList; vector3 trans(0,0,-10),minPt,maxPt; double catmullrom(double t, double p0,double p1,double p2,double p3){ double t2 = t*t; double t3 = t2 * t; return (0.5 *( (2 * p1) + (-p0 + p2) * t +(2*p0 - 5*p1 + 4*p2 - p3) * t2 +(-p0 + 3*p1- 3*p2 + p3) * t3)); } void FillPointVector(){ pointList.push_back(vector3(-500,700,10)); pointList.push_back(vector3(-300,12,10)); pointList.push_back(vector3(-300,12,10)); pointList.push_back(vector3(-100,12,10)); pointList.push_back(vector3(-50,45,0)); pointList.push_back(vector3(0,0,20)); pointList.push_back(vector3(50,0,15)); pointList.push_back(vector3(200,350,30)); pointList.push_back(vector3(350,0,20)); pointList.push_back(vector3(356,35,60)); pointList.push_back(vector3(400,67,15)); pointList.push_back(vector3(424,122,0)); pointList.push_back(vector3(450,1,0)); pointList.push_back(vector3(500,0,0)); } void BuildPath(){ FillPointVector(); printf("Point vector filled: %d\n",pointList.size()); float granularity = 0.1f; printf("Filled line list..."); for(int c = 0; c < pointList.size()-3; c++){ vector3 p0,p1,p2,p3; p0 = pointList[c]; p1 = pointList[c+1]; p2 = pointList[c+2]; p3 = pointList[c+3]; for(float i = 0; i <= 1; i+=granularity){ vector3 pt; pt.x = catmullrom(i,p0.x,p1.x,p2.x,p3.x); pt.y = catmullrom(i,p0.y,p1.y,p2.y,p3.y); pt.z = catmullrom(i,p0.z,p1.z,p2.z,p3.z); if(i==0){ minPt = maxPt = pt; } else { minPt = vector3::Min(minPt,pt); maxPt = vector3::Max(maxPt,pt); } lineList.push_back(pt); } printf("."); } printf("Complete[%d]\n",lineList.size()); printf("Sample: %f %f %f\n",lineList[0].x,lineList[0].y,lineList[0].z); if(lineList.size() % 2 != 1 && lineList.size() != 0)lineList.pop_back(); } GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window { if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.01f,1000.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix } int InitGL(GLvoid) // All Setup For OpenGL Goes Here { BuildPath(); glClearColor (0.0, 0.0, 0.0, 0.0); glClearDepth(1.0f); glShadeModel (GL_SMOOTH); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); return TRUE; // Initialization Went OK } int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(trans.x,trans.y,trans.z); glRotatef(rotY,0,1,0); glColor3f(1,0,0); if(lineList.size()>=2) for(int i = 0; i < lineList.size()-1; i++){ //vector3 pt1 = (lineList[i] - minPt) /(maxPt-minPt); //vector3 pt2 = (lineList[i+1] - minPt) /(maxPt-minPt); vector3 pt1 = lineList[i]/100.f; vector3 pt2 = lineList[i+1]/100.f; glBegin(GL_LINES); glVertex3f(pt1.x,pt1.y,pt1.z); glVertex3f(pt2.x,pt2.y,pt2.z); glEnd(); } return TRUE; // Everything Went OK } GLvoid KillGLWindow(GLvoid) // Properly Kill The Window { if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL } } /* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag) { GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success } LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information { switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam); } int start_window(); void main(){ start_window(); } int start_window() { MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop fullscreen=FALSE; // Create Our OpenGL Window if (!CreateGLWindow("Splines",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if (active) // Program Active? { if (keys[VK_ESCAPE]) // Was ESC Pressed? { done=TRUE; // ESC Signalled A Quit } else // Not Time To Quit, Update Screen { DrawGLScene(); // Draw The Scene SwapBuffers(hDC); // Swap Buffers (Double Buffering) } } if (keys['W']){ trans.z += 5; printf("Forward"); } if (keys['S']){ trans.z -= 5; } if (keys['D']){ trans.x -= 5; printf("Forward"); } if (keys['A']){ trans.x += 5; } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } rotY += 1; } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program }