📄 lesson22.cpp
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s[0]=0.0f; s[1]=0.0f; s[2]=-1.0f;
t[0]=0.0f; t[1]=1.0f; t[2]=0.0f;
for (i=16; i<20; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
// Left Face
n[0]=-1.0f; n[1]=0.0f; n[2]=0.0f;
s[0]=0.0f; s[1]=0.0f; s[2]=1.0f;
t[0]=0.0f; t[1]=1.0f; t[2]=0.0f;
for (i=20; i<24; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glTexCoord2f(data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
glEnd();
/* PASS#3: Use Texture "Base"
Blend GL_DST_COLOR To GL_SRC_COLOR (Multiplies By 2)
Lighting Enabled
No Offset Texture-Coordinates
*/
if (!emboss) {
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,texture[filter]);
glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
glEnable(GL_LIGHTING);
doCube();
}
xrot+=xspeed;
yrot+=yspeed;
if (xrot>360.0f) xrot-=360.0f;
if (xrot<0.0f) xrot+=360.0f;
if (yrot>360.0f) yrot-=360.0f;
if (yrot<0.0f) yrot+=360.0f;
/* LAST PASS: Do The Logos! */
doLogo();
return true; // Keep Going
}
bool doMesh2TexelUnits(void) {
GLfloat c[4]={0.0f,0.0f,0.0f,1.0f}; // holds current vertex
GLfloat n[4]={0.0f,0.0f,0.0f,1.0f}; // normalized normal of current surface
GLfloat s[4]={0.0f,0.0f,0.0f,1.0f}; // s-texture coordinate direction, normalized
GLfloat t[4]={0.0f,0.0f,0.0f,1.0f}; // t-texture coordinate direction, normalized
GLfloat l[4]; // holds our lightposition to be transformed into object space
GLfloat Minv[16]; // holds the inverted modelview matrix to do so.
int i;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
// Build Inverse Modelview Matrix First. This Substitutes One Push/Pop With One glLoadIdentity();
// Simply Build It By Doing All Transformations Negated And In Reverse Order.
glLoadIdentity();
glRotatef(-yrot,0.0f,1.0f,0.0f);
glRotatef(-xrot,1.0f,0.0f,0.0f);
glTranslatef(0.0f,0.0f,-z);
glGetFloatv(GL_MODELVIEW_MATRIX,Minv);
glLoadIdentity();
glTranslatef(0.0f,0.0f,z);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
// Transform The Lightposition Into Object Coordinates:
l[0]=LightPosition[0];
l[1]=LightPosition[1];
l[2]=LightPosition[2];
l[3]=1.0f; // Homogenous Coordinate
VMatMult(Minv,l);
/* PASS#1: Texel-Unit 0: Use Texture "Bump"
No Blend
No Lighting
No Offset Texture-Coordinates
Texture-Operation "Replace"
Texel-Unit 1: Use Texture "Invbump"
No Lighting
Offset Texture Coordinates
Texture-Operation "Replace"
*/
// TEXTURE-UNIT #0
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, bump[filter]);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_REPLACE);
// TEXTURE-UNIT #1:
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, invbump[filter]);
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
// General Switches:
glDisable(GL_BLEND);
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
// Front Face
n[0]=0.0f; n[1]=0.0f; n[2]=1.0f;
s[0]=1.0f; s[1]=0.0f; s[2]=0.0f;
t[0]=0.0f; t[1]=1.0f; t[2]=0.0f;
for (i=0; i<4; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i] , data[5*i+1]);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
// Back Face
n[0]=0.0f; n[1]=0.0f; n[2]=-1.0f;
s[0]=-1.0f; s[1]=0.0f; s[2]=0.0f;
t[0]=0.0f; t[1]=1.0f; t[2]=0.0f;
for (i=4; i<8; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i] , data[5*i+1]);
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
// Top Face
n[0]=0.0f; n[1]=1.0f; n[2]=0.0f;
s[0]=1.0f; s[1]=0.0f; s[2]=0.0f;
t[0]=0.0f; t[1]=0.0f; t[2]=-1.0f;
for (i=8; i<12; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i] , data[5*i+1] );
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
// Bottom Face
n[0]=0.0f; n[1]=-1.0f; n[2]=0.0f;
s[0]=-1.0f; s[1]=0.0f; s[2]=0.0f;
t[0]=0.0f; t[1]=0.0f; t[2]=-1.0f;
for (i=12; i<16; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i] , data[5*i+1] );
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
// Right Face
n[0]=1.0f; n[1]=0.0f; n[2]=0.0f;
s[0]=0.0f; s[1]=0.0f; s[2]=-1.0f;
t[0]=0.0f; t[1]=1.0f; t[2]=0.0f;
for (i=16; i<20; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i] , data[5*i+1] );
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
// Left Face
n[0]=-1.0f; n[1]=0.0f; n[2]=0.0f;
s[0]=0.0f; s[1]=0.0f; s[2]=1.0f;
t[0]=0.0f; t[1]=1.0f; t[2]=0.0f;
for (i=20; i<24; i++) {
c[0]=data[5*i+2];
c[1]=data[5*i+3];
c[2]=data[5*i+4];
SetUpBumps(n,c,l,s,t);
glMultiTexCoord2fARB(GL_TEXTURE0_ARB,data[5*i] , data[5*i+1] );
glMultiTexCoord2fARB(GL_TEXTURE1_ARB,data[5*i]+c[0], data[5*i+1]+c[1]);
glVertex3f(data[5*i+2], data[5*i+3], data[5*i+4]);
}
glEnd();
/* PASS#2 Use Texture "Base"
Blend GL_DST_COLOR To GL_SRC_COLOR (Multiplies By 2)
Lighting Enabled
No Offset Texture-Coordinates
*/
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
if (!emboss) {
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D,texture[filter]);
glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
doCube();
}
xrot+=xspeed;
yrot+=yspeed;
if (xrot>360.0f) xrot-=360.0f;
if (xrot<0.0f) xrot+=360.0f;
if (yrot>360.0f) yrot-=360.0f;
if (yrot<0.0f) yrot+=360.0f;
/* LAST PASS: Do The Logos! */
doLogo();
return true; // Keep Going
}
bool doMeshNoBumps(void) {
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,z);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
if (useMultitexture) {
glActiveTextureARB(GL_TEXTURE1_ARB);
glDisable(GL_TEXTURE_2D);
glActiveTextureARB(GL_TEXTURE0_ARB);
}
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D,texture[filter]);
glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
glEnable(GL_LIGHTING);
doCube();
xrot+=xspeed;
yrot+=yspeed;
if (xrot>360.0f) xrot-=360.0f;
if (xrot<0.0f) xrot+=360.0f;
if (yrot>360.0f) yrot-=360.0f;
if (yrot<0.0f) yrot+=360.0f;
/* LAST PASS: Do The Logos! */
doLogo();
return true; // Keep Going
}
bool DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{ if (bumps) {
if (useMultitexture && maxTexelUnits>1)
return doMesh2TexelUnits();
else return doMesh1TexelUnits();
}
else return doMeshNoBumps();
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
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 (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
}
/* 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
HINSTANCE hInstance; // Holds The Instance Of The Application
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
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