📄 init.cpp
字号:
//***********************************************************************//
// //
// - "Talk to me like I'm a 3 year old!" Programming Lessons - //
// //
// $Author: DigiBen digiben@gametutorials.com //
// //
// $Program: MD2 Loader //
// //
// $Description: Demonstrates how to load a Quake2 MD2 Model //
// //
// $Date: 2/6/02 //
// //
//***********************************************************************//
#include "main.h"
///////////////////////////////// CREATE TEXTURE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This creates a texture in OpenGL that we can texture map
/////
///////////////////////////////// CREATE TEXTURE \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void CreateTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
if(!strFileName) // Return from the function if no file name was passed in
return;
pBitmap = auxDIBImageLoad(strFileName); // Load the bitmap and store the data
if(pBitmap == NULL) // If we can't load the file, quit!
exit(0);
// Generate a texture with the associative texture ID stored in the array
glGenTextures(1, &textureArray[textureID]);
// This sets the alignment requirements for the start of each pixel row in memory.
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
// Bind the texture to the texture arrays index and init the texture
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
// Build Mipmaps (builds different versions of the picture for distances - looks better)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
// Lastly, we need to tell OpenGL the quality of our texture map. GL_LINEAR_MIPMAP_LINEAR
// is the smoothest. GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR,
// but looks blochy and pixilated. Good for slower computers though.
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
// Now we need to free the bitmap data that we loaded since openGL stored it as a texture
if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}
free(pBitmap); // Free the bitmap structure
}
}
///////////////////////////////// CHANGE TO FULL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This changes the screen to FULL SCREEN
/////
///////////////////////////////// CHANGE TO FULL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void ChangeToFullScreen()
{
DEVMODE dmSettings; // Device Mode variable
memset(&dmSettings,0,sizeof(dmSettings)); // Makes Sure Memory's Cleared
// Get current settings -- This function fills our the settings
// This makes sure NT and Win98 machines change correctly
if(!EnumDisplaySettings(NULL,ENUM_CURRENT_SETTINGS,&dmSettings))
{
// Display error message if we couldn't get display settings
MessageBox(NULL, "Could Not Enum Display Settings", "Error", MB_OK);
return;
}
dmSettings.dmPelsWidth = SCREEN_WIDTH; // Selected Screen Width
dmSettings.dmPelsHeight = SCREEN_HEIGHT; // Selected Screen Height
// This function actually changes the screen to full screen
// CDS_FULLSCREEN Gets Rid Of Start Bar.
// We always want to get a result from this function to check if we failed
int result = ChangeDisplaySettings(&dmSettings,CDS_FULLSCREEN);
// Check if we didn't recieved a good return message From the function
if(result != DISP_CHANGE_SUCCESSFUL)
{
// Display the error message and quit the program
MessageBox(NULL, "Display Mode Not Compatible", "Error", MB_OK);
PostQuitMessage(0);
}
}
///////////////////////////////// CREATE MY WINDOW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This function creates a window, but doesn't have a message loop
/////
///////////////////////////////// CREATE MY WINDOW \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
HWND CreateMyWindow(LPSTR strWindowName, int width, int height, DWORD dwStyle, bool bFullScreen, HINSTANCE hInstance)
{
HWND hWnd;
WNDCLASS wndclass;
memset(&wndclass, 0, sizeof(WNDCLASS)); // Init the size of the class
wndclass.style = CS_HREDRAW | CS_VREDRAW; // Regular drawing capabilities
wndclass.lpfnWndProc = WinProc; // Pass our function pointer as the window procedure
wndclass.hInstance = hInstance; // Assign our hInstance
wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // General icon
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); // An arrow for the cursor
wndclass.hbrBackground = (HBRUSH) (COLOR_WINDOW+1); // A white window
wndclass.lpszClassName = "GameTutorials"; // Assign the class name
RegisterClass(&wndclass); // Register the class
if(bFullScreen && !dwStyle) // Check if we wanted full screen mode
{ // Set the window properties for full screen mode
dwStyle = WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
ChangeToFullScreen(); // Go to full screen
ShowCursor(FALSE); // Hide the cursor
}
else if(!dwStyle) // Assign styles to the window depending on the choice
dwStyle = WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
g_hInstance = hInstance; // Assign our global hInstance to the window's hInstance
RECT rWindow;
rWindow.left = 0; // Set Left Value To 0
rWindow.right = width; // Set Right Value To Requested Width
rWindow.top = 0; // Set Top Value To 0
rWindow.bottom = height; // Set Bottom Value To Requested Height
AdjustWindowRect( &rWindow, dwStyle, false); // Adjust Window To True Requested Size
// Create the window
hWnd = CreateWindow("GameTutorials", strWindowName, dwStyle, 0, 0,
rWindow.right - rWindow.left, rWindow.bottom - rWindow.top,
NULL, NULL, hInstance, NULL);
if(!hWnd) return NULL; // If we could get a handle, return NULL
ShowWindow(hWnd, SW_SHOWNORMAL); // Show the window
UpdateWindow(hWnd); // Draw the window
SetFocus(hWnd); // Sets Keyboard Focus To The Window
return hWnd;
}
///////////////////////////////// SET UP PIXEL FORMAT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This function sets the pixel format for OpenGL.
/////
///////////////////////////////// SET UP PIXEL FORMAT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
bool bSetupPixelFormat(HDC hdc)
{
PIXELFORMATDESCRIPTOR pfd;
int pixelformat;
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR); // Set the size of the structure
pfd.nVersion = 1; // Always set this to 1
// Pass in the appropriate OpenGL flags
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.dwLayerMask = PFD_MAIN_PLANE; // We want the standard mask (this is ignored anyway)
pfd.iPixelType = PFD_TYPE_RGBA; // We want RGB and Alpha pixel type
pfd.cColorBits = SCREEN_DEPTH; // Here we use our #define for the color bits
pfd.cDepthBits = SCREEN_DEPTH; // Depthbits is ignored for RGBA, but we do it anyway
pfd.cAccumBits = 0; // No special bitplanes needed
pfd.cStencilBits = 0; // We desire no stencil bits
// This gets us a pixel format that best matches the one passed in from the device
if ( (pixelformat = ChoosePixelFormat(hdc, &pfd)) == FALSE )
{
MessageBox(NULL, "ChoosePixelFormat failed", "Error", MB_OK);
return FALSE;
}
// This sets the pixel format that we extracted from above
if (SetPixelFormat(hdc, pixelformat, &pfd) == FALSE)
{
MessageBox(NULL, "SetPixelFormat failed", "Error", MB_OK);
return FALSE;
}
return TRUE; // Return a success!
}
//////////////////////////// RESIZE OPENGL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This function resizes the viewport for OpenGL.
/////
//////////////////////////// RESIZE OPENGL SCREEN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void SizeOpenGLScreen(int width, int height) // Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero error
{
height=1; // Make the Height Equal One
}
glViewport(0,0,width,height); // Make our viewport the whole window
// We could make the view smaller inside
// Our window if we wanted too.
// The glViewport takes (x, y, width, height)
// This basically means, what our our drawing boundries
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
// The parameters are:
// (view angle, aspect ration of the width to the height,
// The closest distance to the camera before it clips,
// FOV // Ratio // The farthest distance before it stops drawing)
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height, .5f ,150.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
///////////////////////////////// INITIALIZE GL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This function handles all the initialization for OpenGL.
/////
///////////////////////////////// INITIALIZE GL \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void InitializeOpenGL(int width, int height)
{
g_hDC = GetDC(g_hWnd); // This sets our global HDC
// We don't free this hdc until the end of our program
if (!bSetupPixelFormat(g_hDC)) // This sets our pixel format/information
PostQuitMessage (0); // If there's an error, quit
g_hRC = wglCreateContext(g_hDC); // This creates a rendering context from our hdc
wglMakeCurrent(g_hDC, g_hRC); // This makes the rendering context we just created the one we want to use
glEnable(GL_TEXTURE_2D); // Enables Texture Mapping
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
SizeOpenGLScreen(width, height); // Setup the screen translations and viewport
}
///////////////////////////////// DE INIT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This function cleans up and then posts a quit message to the window
/////
///////////////////////////////// DE INIT \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
void DeInit()
{
if (g_hRC)
{
wglMakeCurrent(NULL, NULL); // This frees our rendering memory and sets everything back to normal
wglDeleteContext(g_hRC); // Delete our OpenGL Rendering Context
}
if (g_hDC)
ReleaseDC(g_hWnd, g_hDC); // Release our HDC from memory
if(g_bFullScreen) // If we were in full screen
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
UnregisterClass("GameTutorials", g_hInstance); // Free the window class
PostQuitMessage (0); // Post a QUIT message to the window
}
///////////////////////////////// WIN MAIN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
/////
///// This function handles registering and creating the window.
/////
///////////////////////////////// WIN MAIN \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\*
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hprev, PSTR cmdline, int ishow)
{
HWND hWnd;
// Check if we want full screen or not
if(MessageBox(NULL, "Click Yes to go to full screen (Recommended)", "Options", MB_YESNO | MB_ICONQUESTION) == IDNO)
g_bFullScreen = false;
// Create our window with our function we create that passes in the:
// Name, width, height, any flags for the window, if we want fullscreen of not, and the hInstance
hWnd = CreateMyWindow("www.GameTutorials.com - MD2 Loader", SCREEN_WIDTH, SCREEN_HEIGHT, 0, g_bFullScreen, hInstance);
// If we never got a valid window handle, quit the program
if(hWnd == NULL) return true;
// INIT OpenGL
Init(hWnd);
// Run our message loop and after it's done, return the result
return MainLoop();
}
/////////////////////////////////////////////////////////////////////////////////
//
// * QUICK NOTES *
//
// This tutorial shows how to load a .MD2 file. Nothing regarding this tutorial
// was added to this file. It is the standard file for initialization and texture maps.
//
//
// Ben Humphrey (DigiBen)
// Game Programmer
// DigiBen@GameTutorials.com
// Co-Web Host of www.GameTutorials.com
//
//
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -