📄 lesson41.cpp
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/*
* This Code Was Created By Jeff Molofee 2003
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site 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 <olectl.h> // Header File For The OLE Controls Library (Used In BuildTexture)
#include <math.h> // Header File For The Math Library (Used In BuildTexture)
#include "NeHeGL.h" // Header File For NeHeGL
#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking
#ifndef CDS_FULLSCREEN // CDS_FULLSCREEN Is Not Defined By Some
#define CDS_FULLSCREEN 4 // Compilers. By Defining It This Way,
#endif // We Can Avoid Errors
GL_Window* g_window; // Window Structure
Keys* g_keys; // Keyboard
// User Defined Variables
GLfloat fogColor[4] = {0.6f, 0.3f, 0.0f, 1.0f}; // Fog Colour
GLfloat camz; // Camera Z Depth
// Variables Necessary For FogCoordfEXT
#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 // Value Taken From GLEXT.H
#define GL_FOG_COORDINATE_EXT 0x8451 // Value Taken From GLEXT.H
typedef void (APIENTRY * PFNGLFOGCOORDFEXTPROC) (GLfloat coord); // Declare Function Prototype
PFNGLFOGCOORDFEXTPROC glFogCoordfEXT = NULL; // Our glFogCoordfEXT Function
GLuint texture[1]; // One Texture (For The Walls)
int BuildTexture(char *szPathName, GLuint &texid) // Load Image And Convert To A Texture
{
HDC hdcTemp; // The DC To Hold Our Bitmap
HBITMAP hbmpTemp; // Holds The Bitmap Temporarily
IPicture *pPicture; // IPicture Interface
OLECHAR wszPath[MAX_PATH+1]; // Full Path To Picture (WCHAR)
char szPath[MAX_PATH+1]; // Full Path To Picture
long lWidth; // Width In Logical Units
long lHeight; // Height In Logical Units
long lWidthPixels; // Width In Pixels
long lHeightPixels; // Height In Pixels
GLint glMaxTexDim ; // Holds Maximum Texture Size
if (strstr(szPathName, "http://")) // If PathName Contains http:// Then...
{
strcpy(szPath, szPathName); // Append The PathName To szPath
}
else // Otherwise... We Are Loading From A File
{
GetCurrentDirectory(MAX_PATH, szPath); // Get Our Working Directory
strcat(szPath, "\\"); // Append "\" After The Working Directory
strcat(szPath, szPathName); // Append The PathName
}
MultiByteToWideChar(CP_ACP, 0, szPath, -1, wszPath, MAX_PATH); // Convert From ASCII To Unicode
HRESULT hr = OleLoadPicturePath(wszPath, 0, 0, 0, IID_IPicture, (void**)&pPicture);
if(FAILED(hr)) // If Loading Failed
return FALSE; // Return False
hdcTemp = CreateCompatibleDC(GetDC(0)); // Create The Windows Compatible Device Context
if(!hdcTemp) // Did Creation Fail?
{
pPicture->Release(); // Decrements IPicture Reference Count
return FALSE; // Return False (Failure)
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glMaxTexDim); // Get Maximum Texture Size Supported
pPicture->get_Width(&lWidth); // Get IPicture Width (Convert To Pixels)
lWidthPixels = MulDiv(lWidth, GetDeviceCaps(hdcTemp, LOGPIXELSX), 2540);
pPicture->get_Height(&lHeight); // Get IPicture Height (Convert To Pixels)
lHeightPixels = MulDiv(lHeight, GetDeviceCaps(hdcTemp, LOGPIXELSY), 2540);
// Resize Image To Closest Power Of Two
if (lWidthPixels <= glMaxTexDim) // Is Image Width Less Than Or Equal To Cards Limit
lWidthPixels = 1 << (int)floor((log((double)lWidthPixels)/log(2.0f)) + 0.5f);
else // Otherwise Set Width To "Max Power Of Two" That The Card Can Handle
lWidthPixels = glMaxTexDim;
if (lHeightPixels <= glMaxTexDim) // Is Image Height Greater Than Cards Limit
lHeightPixels = 1 << (int)floor((log((double)lHeightPixels)/log(2.0f)) + 0.5f);
else // Otherwise Set Height To "Max Power Of Two" That The Card Can Handle
lHeightPixels = glMaxTexDim;
// Create A Temporary Bitmap
BITMAPINFO bi = {0}; // The Type Of Bitmap We Request
DWORD *pBits = 0; // Pointer To The Bitmap Bits
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); // Set Structure Size
bi.bmiHeader.biBitCount = 32; // 32 Bit
bi.bmiHeader.biWidth = lWidthPixels; // Power Of Two Width
bi.bmiHeader.biHeight = lHeightPixels; // Make Image Top Up (Positive Y-Axis)
bi.bmiHeader.biCompression = BI_RGB; // RGB Encoding
bi.bmiHeader.biPlanes = 1; // 1 Bitplane
// Creating A Bitmap This Way Allows Us To Specify Color Depth And Gives Us Imediate Access To The Bits
hbmpTemp = CreateDIBSection(hdcTemp, &bi, DIB_RGB_COLORS, (void**)&pBits, 0, 0);
if(!hbmpTemp) // Did Creation Fail?
{
DeleteDC(hdcTemp); // Delete The Device Context
pPicture->Release(); // Decrements IPicture Reference Count
return FALSE; // Return False (Failure)
}
SelectObject(hdcTemp, hbmpTemp); // Select Handle To Our Temp DC And Our Temp Bitmap Object
// Render The IPicture On To The Bitmap
pPicture->Render(hdcTemp, 0, 0, lWidthPixels, lHeightPixels, 0, lHeight, lWidth, -lHeight, 0);
// Convert From BGR To RGB Format And Add An Alpha Value Of 255
for(long i = 0; i < lWidthPixels * lHeightPixels; i++) // Loop Through All Of The Pixels
{
BYTE* pPixel = (BYTE*)(&pBits[i]); // Grab The Current Pixel
BYTE temp = pPixel[0]; // Store 1st Color In Temp Variable (Blue)
pPixel[0] = pPixel[2]; // Move Red Value To Correct Position (1st)
pPixel[2] = temp; // Move Temp Value To Correct Blue Position (3rd)
pPixel[3] = 255; // Set The Alpha Value To 255
}
glGenTextures(1, &texid); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid); // Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // (Modify This For The Type Of Filtering You Want)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // (Modify This For The Type Of Filtering You Want)
// (Modify This If You Want Mipmaps)
glTexImage2D(GL_TEXTURE_2D, 0, 3, lWidthPixels, lHeightPixels, 0, GL_RGBA, GL_UNSIGNED_BYTE, pBits);
DeleteObject(hbmpTemp); // Delete The Object
DeleteDC(hdcTemp); // Delete The Device Context
pPicture->Release(); // Decrements IPicture Reference Count
return TRUE; // Return True (All Good)
}
int Extension_Init()
{
char Extension_Name[] = "EXT_fog_coord";
// Allocate Memory For Our Extension String
char* glextstring=(char *)malloc(strlen((char *)glGetString(GL_EXTENSIONS))+1);
strcpy (glextstring,(char *)glGetString(GL_EXTENSIONS)); // Grab The Extension List, Store In glextstring
if (!strstr(glextstring,Extension_Name)) // Check To See If The Extension Is Supported
return FALSE; // If Not, Return FALSE
free(glextstring); // Free Allocated Memory
// Setup And Enable glFogCoordEXT
glFogCoordfEXT = (PFNGLFOGCOORDFEXTPROC) wglGetProcAddress("glFogCoordfEXT");
return TRUE;
}
BOOL Initialize (GL_Window* window, Keys* keys) // Any GL Init Code & User Initialiazation Goes Here
{
g_window = window; // Window Values
g_keys = keys; // Key Values
// Start Of User Initialization
if (!Extension_Init()) // Check And Enable Fog Extension If Available
return FALSE; // Return False If Extension Not Supported
if (!BuildTexture("data/wall.bmp", texture[0])) // Load The Wall Texture
return FALSE; // Return False If Loading Failed
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glClearColor (0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth (1.0f); // Depth Buffer Setup
glDepthFunc (GL_LEQUAL); // The Type Of Depth Testing
glEnable (GL_DEPTH_TEST); // Enable Depth Testing
glShadeModel (GL_SMOOTH); // Select Smooth Shading
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Set Perspective Calculations To Most Accurate
// Set Up Fog
glEnable(GL_FOG); // Enable Fog
glFogi(GL_FOG_MODE, GL_LINEAR); // Fog Fade Is Linear
glFogfv(GL_FOG_COLOR, fogColor); // Set The Fog Color
glFogf(GL_FOG_START, 0.0f); // Set The Fog Start
glFogf(GL_FOG_END, 1.0f); // Set The Fog End
glHint(GL_FOG_HINT, GL_NICEST); // Per-Pixel Fog Calculation
glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT); // Set Fog Based On Vertice Coordinates
camz = -19.0f; // Set Camera Z Position To -19.0f
return TRUE; // Return TRUE (Initialization Successful)
}
void Deinitialize (void) // Any User DeInitialization Goes Here
{
}
void Update (DWORD milliseconds) // Perform Motion Updates Here
{
if (g_keys->keyDown [VK_ESCAPE]) // Is ESC Being Pressed?
TerminateApplication (g_window); // Terminate The Program
if (g_keys->keyDown [VK_F1]) // Is F1 Being Pressed?
ToggleFullscreen (g_window); // Toggle Fullscreen Mode
if (g_keys->keyDown [VK_UP] && camz<14.0f) // Is UP Arrow Being Pressed?
camz+=(float)(milliseconds)/100.0f; // Move Object Closer (Move Forwards Through Hallway)
if (g_keys->keyDown [VK_DOWN] && camz>-19.0f) // Is DOWN Arrow Being Pressed?
camz-=(float)(milliseconds)/100.0f; // Move Object Further (Move Backwards Through Hallway)
}
void Draw (void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity (); // Reset The Modelview Matrix
glTranslatef(0.0f, 0.0f, camz); // Move To Our Camera Z Position
glBegin(GL_QUADS); // Back Wall
glFogCoordfEXT( 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f,-15.0f);
glEnd();
glBegin(GL_QUADS); // Floor
glFogCoordfEXT( 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);
glFogCoordfEXT( 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f,-2.5f, 15.0f);
glFogCoordfEXT( 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f,-2.5f, 15.0f);
glEnd();
glBegin(GL_QUADS); // Roof
glFogCoordfEXT( 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f, 2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f, 2.5f,-15.0f);
glFogCoordfEXT( 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f, 15.0f);
glFogCoordfEXT( 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, 15.0f);
glEnd();
glBegin(GL_QUADS); // Right Wall
glFogCoordfEXT( 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 2.5f,-2.5f, 15.0f);
glFogCoordfEXT( 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 2.5f, 2.5f, 15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 2.5f, 2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 2.5f,-2.5f,-15.0f);
glEnd();
glBegin(GL_QUADS); // Left Wall
glFogCoordfEXT( 0.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-2.5f,-2.5f, 15.0f);
glFogCoordfEXT( 0.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-2.5f, 2.5f, 15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-2.5f, 2.5f,-15.0f);
glFogCoordfEXT( 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-2.5f,-2.5f,-15.0f);
glEnd();
glFlush (); // Flush The GL Rendering Pipeline
}
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