lesson29.cpp

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/////////////////////////////////////////////////////////////////
//                                                             //
//  The OpenGL Basecode Used In This Project Was Created By	   //
//  Jeff Molofee ( NeHe ).  1997-2000.  If You Find This Code  //
//  Useful, Please Let Me Know.								   //
//                                                             //
//	Original Code & Tutorial Text By Andreas L鰂fler           //
//  Excellent Job Andreas!									   //
//                                                             //
//  Code Heavily Modified By Rob Fletcher ( rpf1@york.ac.uk )  //
//  Proper Image Structure, Better Blitter Code, Misc Fixes    //
//  Thanks Rob!												   //
//															   //
//	0% CPU Usage While Minimized Thanks To Jim Strong		   //
//  ( jim@scn.net ).  Thanks Jim!                              //
//                                                             //
//  This Code Also Has The ATI Fullscreen Fix!                 //
//                                                             //
//  Visit Me At nehe.gamedev.net							   //
//                                                             //
/////////////////////////////////////////////////////////////////

#include <windows.h>											// Header File For Windows
#include <gl\gl.h>												// Header File For The OpenGL32 Library
#include <gl\glu.h>												// Header File For The GLu32 Library
#include <stdio.h>												// Header File For File Operation needed

HDC			hDC=NULL;											// Private GDI Device Context
HGLRC		hRC=NULL;											// Permanent Rendering Context
HWND		hWnd=NULL;											// Holds Our Window Handle
HINSTANCE	hInstance = NULL;									// 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

DEVMODE		DMsaved;											// Saves The Previous Screen Settings (NEW)

GLfloat		xrot;												// X Rotation
GLfloat		yrot;												// Y Rotation
GLfloat		zrot;												// Z Rotation

GLuint		texture[1];											// Storage For 1 Texture

typedef struct
{
	int width;													// Width Of Image In Pixels
	int height;													// Height Of Image In Pixels
	int format;													// Number Of Bytes Per Pixel
	unsigned char *data;										// Texture Data
} TEXTURE_IMAGE;

typedef TEXTURE_IMAGE *P_TEXTURE_IMAGE;							// A Pointer To The Texture Image Data Type

P_TEXTURE_IMAGE t1;												// Pointer To The Texture Image Data Type
P_TEXTURE_IMAGE t2;												// Pointer To The Texture Image Data Type

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);			// Declaration For WndProc

// Allocate An Image Structure And Inside Allocate Its Memory Requirements
P_TEXTURE_IMAGE AllocateTextureBuffer( GLint w, GLint h, GLint f)
{
    P_TEXTURE_IMAGE ti=NULL;									// Pointer To Image Struct
    unsigned char *c=NULL;										// Pointer To Block Memory For Image

    ti = (P_TEXTURE_IMAGE)malloc(sizeof(TEXTURE_IMAGE));		// One Image Struct Please
    
    if( ti != NULL ) {
        ti->width  = w;											// Set Width
        ti->height = h;											// Set Height
        ti->format = f;											// Set Format
        c = (unsigned char *)malloc( w * h * f);
        if ( c != NULL ) {
            ti->data = c;
        }
        else {
			MessageBox(NULL,"Could Not Allocate Memory For A Texture Buffer","BUFFER ERROR",MB_OK | MB_ICONINFORMATION);
            return NULL;
        }
    }
    else
	{
		MessageBox(NULL,"Could Not Allocate An Image Structure","IMAGE STRUCTURE ERROR",MB_OK | MB_ICONINFORMATION);
		return NULL;
    }
	return ti;													// Return Pointer To Image Struct
}

// Free Up The Image Data
void DeallocateTexture( P_TEXTURE_IMAGE t )
{
	if(t)
	{
		if(t->data)
		{
			free(t->data);
		}

		free(t);
	}
}

// Read A .RAW File In To The Allocated Image Buffer Using Data In The Image Structure Header.
// Flip The Image Top To Bottom.  Returns 0 For Failure Of Read, Or Number Of Bytes Read.
int ReadTextureData ( char *filename, P_TEXTURE_IMAGE buffer)
{
	FILE *f;
	int i,j,k,done=0;
	int stride = buffer->width * buffer->format;				// Size Of A Row (Width * Bytes Per Pixel)
	unsigned char *p = NULL;

    f = fopen(filename, "rb");									// Open "filename" For Reading Bytes
    if( f != NULL )												// If File Exists
    {
		for( i = buffer->height-1; i >= 0 ; i-- )				// Loop Through Height (Bottoms Up - Flip Image)
		{
			p = buffer->data + (i * stride );					// 
			for ( j = 0; j < buffer->width ; j++ )				// Loop Through Width
			{
				for ( k = 0 ; k < buffer->format-1 ; k++, p++, done++ )
				{
					*p = fgetc(f);								// Read Value From File And Store In Memory
				}
				*p = 255; p++;									// Store 255 In Alpha Channel And Increase Pointer
			}
		}
		fclose(f);												// Close The File
	}
	else														// Otherwise
	{
		MessageBox(NULL,"Unable To Open Image File","IMAGE ERROR",MB_OK | MB_ICONINFORMATION);
    }
	return done;												// Returns Number Of Bytes Read In
}

void BuildTexture (P_TEXTURE_IMAGE tex)
{
	glGenTextures(1, &texture[0]);
	glBindTexture(GL_TEXTURE_2D, texture[0]);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
	gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, tex->width, tex->height, GL_RGBA, GL_UNSIGNED_BYTE, tex->data);
}

void Blit( P_TEXTURE_IMAGE src, P_TEXTURE_IMAGE dst, int src_xstart, int src_ystart, int src_width, int src_height,
           int dst_xstart, int dst_ystart, int blend, int alpha)
{
	int i,j,k;
	unsigned char *s, *d;										// Source & Destination

	// Clamp Alpha If Value Is Out Of Range
    if( alpha > 255 ) alpha = 255;
    if( alpha < 0 ) alpha = 0;

	// Check For Incorrect Blend Flag Values
    if( blend < 0 ) blend = 0;
    if( blend > 1 ) blend = 1;

    d = dst->data + (dst_ystart * dst->width * dst->format);    // Start Row - dst (Row * Width In Pixels * Bytes Per Pixel)
    s = src->data + (src_ystart * src->width * src->format);    // Start Row - src (Row * Width In Pixels * Bytes Per Pixel)

    for (i = 0 ; i < src_height ; i++ )							// Height Loop
    {
        s = s + (src_xstart * src->format);						// Move Through Src Data By Bytes Per Pixel
        d = d + (dst_xstart * dst->format);						// Move Through Dst Data By Bytes Per Pixel
        for (j = 0 ; j < src_width ; j++ )						// Width Loop
        {
            for( k = 0 ; k < src->format ; k++, d++, s++)		// "n" Bytes At A Time
            {
                if (blend)										// If Blending Is On
                    *d = ( (*s * alpha) + (*d * (255-alpha)) ) >> 8; // Multiply Src Data*alpha Add Dst Data*(255-alpha)
                else											// Keep in 0-255 Range With >> 8
                    *d = *s;									// No Blending Just Do A Straight Copy
            }
        }
        d = d + (dst->width - (src_width + dst_xstart))*dst->format;	// Add End Of Row */
        s = s + (src->width - (src_width + src_xstart))*src->format;	// Add End Of Row */
    }
}

int InitGL(GLvoid)												// This Will Be Called Right After The GL Window Is Created
{
    t1 = AllocateTextureBuffer( 256, 256, 4 );					// Get An Image Structure
    if (ReadTextureData("Data/Monitor.raw",t1)==0)				// Fill The Image Structure With Data
	{															// Nothing Read?
		MessageBox(NULL,"Could Not Read 'Monitor.raw' Image Data","TEXTURE ERROR",MB_OK | MB_ICONINFORMATION);
        return FALSE;
    }

    t2 = AllocateTextureBuffer( 256, 256, 4 );					// Second Image Structure
	if (ReadTextureData("Data/GL.raw",t2)==0)					// Fill The Image Structure With Data
	{															// Nothing Read?
		MessageBox(NULL,"Could Not Read 'GL.raw' Image Data","TEXTURE ERROR",MB_OK | MB_ICONINFORMATION);
        return FALSE;
    }

	// Image To Blend In, Original Image, Src Start X & Y, Src Width & Height, Dst Location X & Y, Blend Flag, Alpha Value
    Blit(t2,t1,127,127,128,128,64,64,1,127);					// Call The Blitter Routine

    BuildTexture (t1);											// Load The Texture Map Into Texture Memory

    DeallocateTexture( t1 );									// Clean Up Image Memory Because Texture Is
    DeallocateTexture( t2 );									// In GL Texture Memory Now

	glEnable(GL_TEXTURE_2D);									// Enable Texture Mapping

	glShadeModel(GL_SMOOTH);									// Enables Smooth Color Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.0f);						// This Will Clear The Background Color To Black
	glClearDepth(1.0);											// Enables Clearing Of The Depth Buffer
	glEnable(GL_DEPTH_TEST);									// Enables Depth Testing
	glDepthFunc(GL_LESS);										// The Type Of Depth Test To Do

	return TRUE;
}

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,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

GLvoid DrawGLScene(GLvoid)
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear The Screen And The Depth Buffer
	glLoadIdentity();										// Reset The View
	glTranslatef(0.0f,0.0f,-5.0f);

	glRotatef(xrot,1.0f,0.0f,0.0f);
	glRotatef(yrot,0.0f,1.0f,0.0f);
	glRotatef(zrot,0.0f,0.0f,1.0f);

	glBindTexture(GL_TEXTURE_2D, texture[0]);

	glBegin(GL_QUADS);
		// Front Face
		glNormal3f( 0.0f, 0.0f, 1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		// Back Face
		glNormal3f( 0.0f, 0.0f,-1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		// Top Face
		glNormal3f( 0.0f, 1.0f, 0.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		// Bottom Face
		glNormal3f( 0.0f,-1.0f, 0.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		// Right Face
		glNormal3f( 1.0f, 0.0f, 0.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f,  1.0f, -1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f,  1.0f);
		// Left Face
		glNormal3f(-1.0f, 0.0f, 0.0f);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
		glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f,  1.0f);
		glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f,  1.0f,  1.0f);
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, -1.0f);
	glEnd();

	xrot+=0.3f;
	yrot+=0.2f;
	zrot+=0.4f;
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	if (fullscreen)										// Are We In Fullscreen Mode?
	{
		if (!ChangeDisplaySettings(NULL,CDS_TEST)) {	// If The Shortcut Doesn't Work
			ChangeDisplaySettings(NULL,CDS_RESET);		// Do It Anyway (To Get The Values Out Of The Registry)
			ChangeDisplaySettings(&DMsaved,CDS_RESET);	// Change Resolution To The Saved Settings
		}
		else											// Not Fullscreen.
		{
			ChangeDisplaySettings(NULL,CDS_RESET);		// Do Nothing
		}
			
		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?
		{

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