📄 main.h
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#ifndef _MAIN_H
#define _MAIN_H
#include <windows.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <fstream>
#include <vector>
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h>
#include <crtdbg.h>
using namespace std;
#define SCREEN_WIDTH 800 // We want our screen width 800 pixels
#define SCREEN_HEIGHT 600 // We want our screen height 600 pixels
#define SCREEN_DEPTH 16 // We want 16 bits per pixel
//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////
// This file includes all of the model structures that are needed to load
// in a .Md2 file. When it comes to skeletal animation, we need to add quite
// a bit more variables to these structures. Not all of the data will be used
// because Quake2 models don't have such a need. I decided to keep the structures
// the same as the rest of the model loaders on our site so that we could eventually
// use a base class in the future for a library.
#define MAX_TEXTURES 100 // The maximum amount of textures to load
// This is our 3D point class. This will be used to store the vertices of our model.
class CVector3
{
public:
float x, y, z;
};
// This is our 2D point class. This will be used to store the UV coordinates.
class CVector2
{
public:
float x, y;
};
// This is our face structure. This is is used for indexing into the vertex
// and texture coordinate arrays. From this information we know which vertices
// from our vertex array go to which face, along with the correct texture coordinates.
struct tFace
{
int vertIndex[3]; // indicies for the verts that make up this triangle
int coordIndex[3]; // indicies for the tex coords to texture this face
};
// This holds the information for a material. It may be a texture map of a color.
// Some of these are not used, but I left them.
struct tMaterialInfo
{
char strName[255]; // The texture name
char strFile[255]; // The texture file name (If this is set it's a texture map)
BYTE color[3]; // The color of the object (R, G, B)
int texureId; // the texture ID
float uTile; // u tiling of texture
float vTile; // v tiling of texture
float uOffset; // u offset of texture
float vOffset; // v offset of texture
} ;
// This holds all the information for our model/scene.
// You should eventually turn into a robust class that
// has loading/drawing/querying functions like:
// LoadModel(...); DrawObject(...); DrawModel(...); DestroyModel(...);
struct t3DObject
{
int numOfVerts; // The number of verts in the model
int numOfFaces; // The number of faces in the model
int numTexVertex; // The number of texture coordinates
int materialID; // The texture ID to use, which is the index into our texture array
bool bHasTexture; // This is TRUE if there is a texture map for this object
char strName[255]; // The name of the object
CVector3 *pVerts; // The object's vertices
CVector3 *pNormals; // The object's normals
CVector2 *pTexVerts; // The texture's UV coordinates
tFace *pFaces; // The faces information of the object
};
// This holds our model information. This should also turn into a robust class.
// We use STL's (Standard Template Library) vector class to ease our link list burdens. :)
struct t3DModel
{
int numOfObjects; // The number of objects in the model
int numOfMaterials; // The number of materials for the model
int *m_glCommandBuffer;
vector<tMaterialInfo> pMaterials; // The list of material information (Textures and colors)
vector<t3DObject> pObject; // The object list for our model
};
//////////// *** NEW *** ////////// *** NEW *** ///////////// *** NEW *** ////////////////////
extern bool g_bFullScreen; // Set full screen as default
extern HWND g_hWnd; // This is the handle for the window
extern RECT g_rRect; // This holds the window dimensions
extern HDC g_hDC; // General HDC - (handle to device context)
extern HGLRC g_hRC; // General OpenGL_DC - Our Rendering Context for OpenGL
extern HINSTANCE g_hInstance; // This holds our window hInstance
// This is our MAIN() for windows
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hprev, PSTR cmdline, int ishow);
// The window proc which handles all of window's messages.
LRESULT CALLBACK WinProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
// This controls our main program loop
WPARAM MainLoop();
// This creates a texture and stores it in the texture array with it's ID.
void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID);
// This changes the screen to full screen mode
void ChangeToFullScreen();
// This is our own function that makes creating a window modular and easy
HWND CreateMyWindow(LPSTR strWindowName, int width, int height, DWORD dwStyle, bool bFullScreen, HINSTANCE hInstance);
// This allows us to configure our window for OpenGL and backbuffered
bool bSetupPixelFormat(HDC hdc);
// This inits our screen translations and projections
void SizeOpenGLScreen(int width, int height);
// This sets up OpenGL
void InitializeOpenGL(int width, int height);
// This initializes the whole program
void Init(HWND hWnd);
// This draws everything to the screen
void RenderScene();
// This frees all our memory in our program
void DeInit();
#endif
/////////////////////////////////////////////////////////////////////////////////
//
// * QUICK NOTES *
//
// This file includes all the structures that you need to hold the model data.
// If you intend to use this code, I would make the model and object structures classes.
// This way you can have a bunch of helper functions like Import(), Translate(), Render()...
//
// * What's An STL (Standard Template Library) Vector? *
// Let me quickly explain the STL vector for those of you who are not familiar with them.
// To use a vector you must include <vector> and use the std namespace: using namespace std;
// A vector is an array based link list. It allows you to dynamically add and remove nodes.
// This is a template class so it can be a list of ANY type. To create a vector of type
// "int" you would say: vector<int> myIntList;
// Now you can add a integer to the dynamic array by saying: myIntList.push_back(10);
// or you can say: myIntList.push_back(num);. The more you push back, the larger
// your array gets. You can index the vector like an array. myIntList[0] = 0;
// To get rid of a node you use the pop_back() function. To clear the vector use clear().
// It frees itself so you don't need to worry about it, except if you have data
// structures that need information freed from inside them, like our objects.
//
//
// Ben Humphrey (DigiBen)
// Game Programmer
// DigiBen@GameTutorials.com
// Co-Web Host of www.GameTutorials.com
//
//
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