⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 ionteam.cpp.orig

📁 Ion Team Lord Of The Rings Demo 模拟指环王的3D游戏 VS.NET编译 里面提供高级渲染算法
💻 ORIG
📖 第 1 页 / 共 2 页
字号:
        }
      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 (!UnregisterClass("OpenGL",hInstance))			// Are We Able To Unregister Class
    {
      MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
      hInstance=NULL;									// Set hInstance To NULL
    }
}

////////////////////////////////////////////////////////////////////////
//standard NeHE code
///////////////////////////

/*	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
  WNDCLASS	wc;						// Windows Class Structure
  DWORD		dwExStyle;				// Window Extended Style
  DWORD		dwStyle;				// Window Style
  RECT		WindowRect;				// Grabs Rectangle Upper Left / Lower Right Values
  WindowRect.left=(long)0;			// Set Left Value To 0
  WindowRect.right=(long)width;		// Set Right Value To Requested Width
  WindowRect.top=(long)0;				// Set Top Value To 0
  WindowRect.bottom=(long)height;		// Set Bottom Value To Requested Height

  fullscreen=fullscreenflag;			// Set The Global Fullscreen Flag

  hInstance			= GetModuleHandle(NULL);				// Grab An Instance For Our Window
  wc.style			= CS_HREDRAW | CS_VREDRAW | CS_OWNDC;	// Redraw On Size, And Own DC For Window.
  wc.lpfnWndProc		= (WNDPROC) WndProc;					// WndProc Handles Messages
  wc.cbClsExtra		= 0;									// No Extra Window Data
  wc.cbWndExtra		= 0;									// No Extra Window Data
  wc.hInstance		= hInstance;							// Set The Instance
  wc.hIcon			= LoadIcon(NULL, IDI_WINLOGO);			// Load The Default Icon
  wc.hCursor			= LoadCursor(NULL, IDC_ARROW);			// Load The Arrow Pointer
  wc.hbrBackground	= NULL;									// No Background Required For GL
  wc.lpszMenuName		= NULL;									// We Don't Want A Menu
  wc.lpszClassName	= "OpenGL";								// Set The Class Name

  if (!RegisterClass(&wc))									// Attempt To Register The Window Class
    {
      MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;											// Return FALSE
    }

  if (fullscreen)												// Attempt Fullscreen Mode?
    {
      DEVMODE dmScreenSettings;								// Device Mode
      memset(&dmScreenSettings,0,sizeof(dmScreenSettings));	// Makes Sure Memory's Cleared
      dmScreenSettings.dmSize=sizeof(dmScreenSettings);		// Size Of The Devmode Structure
      dmScreenSettings.dmPelsWidth	= width;				// Selected Screen Width
      dmScreenSettings.dmPelsHeight	= height;				// Selected Screen Height
      dmScreenSettings.dmBitsPerPel	= bits;					// Selected Bits Per Pixel
      dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

      // Try To Set Selected Mode And Get Results.  NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
      if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
        {
          // If The Mode Fails, Offer Two Options.  Quit Or Use Windowed Mode.
          if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
            {
              fullscreen=FALSE;		// Windowed Mode Selected.  Fullscreen = FALSE
            }
          else
            {
              // Pop Up A Message Box Letting User Know The Program Is Closing.
              MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
              return FALSE;									// Return FALSE
            }
        }
    }

  if (fullscreen)												// Are We Still In Fullscreen Mode?
    {
      dwExStyle=WS_EX_APPWINDOW;								// Window Extended Style
      dwStyle=WS_POPUP;										// Windows Style
      ShowCursor(FALSE);										// Hide Mouse Pointer
    }
  else
    {
      dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;			// Window Extended Style
      dwStyle=WS_OVERLAPPEDWINDOW;							// Windows Style
    }

  AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);		// Adjust Window To True Requested Size

  // Create The Window
  if (!(hWnd=CreateWindowEx(	dwExStyle,							// Extended Style For The Window
                             "OpenGL",							// Class Name
                             title,								// Window Title
                             dwStyle |							// Defined Window Style
                             WS_CLIPSIBLINGS |					// Required Window Style
                             WS_CLIPCHILDREN,					// Required Window Style
                             0, 0,								// Window Position
                             WindowRect.right-WindowRect.left,	// Calculate Window Width
                             WindowRect.bottom-WindowRect.top,	// Calculate Window Height
                             NULL,								// No Parent Window
                             NULL,								// No Menu
                             hInstance,							// Instance
                             NULL)))								// Dont Pass Anything To WM_CREATE
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  static	PIXELFORMATDESCRIPTOR pfd=				// pfd Tells Windows How We Want Things To Be
    {
      sizeof(PIXELFORMATDESCRIPTOR),				// Size Of This Pixel Format Descriptor
      1,											// Version Number
      PFD_DRAW_TO_WINDOW |						// Format Must Support Window
      PFD_SUPPORT_OPENGL |						// Format Must Support OpenGL
      PFD_DOUBLEBUFFER,							// Must Support Double Buffering
      PFD_TYPE_RGBA,								// Request An RGBA Format
      bits,										// Select Our Color Depth
      0, 0, 0, 0, 0, 0,							// Color Bits Ignored
      0,											// No Alpha Buffer
      0,											// Shift Bit Ignored
      0,											// No Accumulation Buffer
      0, 0, 0, 0,									// Accumulation Bits Ignored
      16,											// 16Bit Z-Buffer (Depth Buffer)
      0,											// No Stencil Buffer
      0,											// No Auxiliary Buffer
      PFD_MAIN_PLANE,								// Main Drawing Layer
      0,											// Reserved
      0, 0, 0										// Layer Masks Ignored
    }
    ;

  if (!(hDC=GetDC(hWnd)))							// Did We Get A Device Context?
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))	// Did Windows Find A Matching Pixel Format?
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  if(!SetPixelFormat(hDC,PixelFormat,&pfd))		// Are We Able To Set The Pixel Format?
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  if (!(hRC=wglCreateContext(hDC)))				// Are We Able To Get A Rendering Context?
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  if(!wglMakeCurrent(hDC,hRC))					// Try To Activate The Rendering Context
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  ShowWindow(hWnd,SW_SHOW);						// Show The Window
  SetForegroundWindow(hWnd);						// Slightly Higher Priority
  SetFocus(hWnd);									// Sets Keyboard Focus To The Window
  ReSizeGLScene(width, height);					// Set Up Our Perspective GL Screen

  if (!InitGL())									// Initialize Our Newly Created GL Window
    {
      KillGLWindow();								// Reset The Display
      MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
      return FALSE;								// Return FALSE
    }

  return TRUE;									// Success
}



LRESULT CALLBACK WndProc(	HWND	hWnd,			// Handle For This Window
                          UINT	uMsg,			// Message For This Window
                          WPARAM	wParam,			// Additional Message Information
                          LPARAM	lParam)			// Additional Message Information
{
  switch (uMsg)									// Check For Windows Messages
    {
    case WM_ACTIVATE:							// Watch For Window Activate Message
      {
        if (!HIWORD(wParam))					// Check Minimization State
          {
            active=TRUE;						// Program Is Active
          }
        else
          {
            active=FALSE;						// Program Is No Longer Active
          }

        return 0;								// Return To The Message Loop
      }

    case WM_SYSCOMMAND:							// Intercept System Commands
      {
        switch (wParam)							// Check System Calls
          {
          case SC_SCREENSAVE:					// Screensaver Trying To Start?
          case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
            return 0;							// Prevent From Happening
          }
        break;									// Exit
      }

    case WM_CLOSE:								// Did We Receive A Close Message?
      {
        PostQuitMessage(0);						// Send A Quit Message
        return 0;								// Jump Back
      }

    case WM_KEYDOWN:							// Is A Key Being Held Down?
      {
        Keys[wParam] = TRUE;					// If So, Mark It As TRUE
        return 0;								// Jump Back
      }

    case WM_KEYUP:								// Has A Key Been Released?
      {
        Keys[wParam] = FALSE;					// If So, Mark It As FALSE
        return 0;								// Jump Back
      }

    case WM_SIZE:								// Resize The OpenGL Window
      {
        ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord=Width, HiWord=Height
        return 0;								// Jump Back
      }
    }

  // Pass All Unhandled Messages To DefWindowProc

  return DefWindowProc(hWnd,uMsg,wParam,lParam);
}


int WINAPI WinMain(	HINSTANCE	hInstance,			// Instance
                    HINSTANCE	hPrevInstance,		// Previous Instance
                    LPSTR		lpCmdLine,			// Command Line Parameters
                    int			nCmdShow)			// Window Show State
{
  MSG		msg;									// Windows Message Structure
  BOOL	done=FALSE;								// Bool Variable To Exit Loop

  ///MSG
  int Result;	//Return value
  Result = DialogBox(hInstance,(LPCSTR)ID_DIALOG,hWnd,DialogProc);
  // Show DialogBox, with name "ID_DIALOG", using "DialogProc" function

  if(!Result)
    {		// If DialogBox closed
      //done = TRUE;	// End Demo
      //fullscreen = FALSE;	// No fullscreen
      return 0; //exit NOW !
    }

  // If DialogBox Result was OK (not Close)

  if (Result && !CreateGLWindow("LOTR: Refreshed - by Ion Team",ResolutionX,ResolutionY,BPP,fullscreen))
    {
      return 0;									// Quit If Window Was Not Created
    }
  ///





  // Ask The User Which Screen Mode They Prefer
  /*	if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
  	{
  		fullscreen=FALSE;							// Windowed Mode
  	}
  */
  // Create Our OpenGL Window
  //	if (!CreateGLWindow("LOTR: Refreshed - by Ion Team",640,480,16,fullscreen))
  //	{
  //		return 0;									// Quit If Window Was Not Created
  //	}


  while(!done)									// Loop That Runs While done=FALSE
    {
      if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))	// Is There A Message Waiting?
        {
          if (msg.message==WM_QUIT)				// Have We Received A Quit Message?
            {
              done=TRUE;							// If So done=TRUE
            }
          else									// If Not, Deal With Window Messages
            {
              TranslateMessage(&msg);				// Translate The Message
              DispatchMessage(&msg);				// Dispatch The Message
            }
        }
      else										// If There Are No Messages
        {
          // Draw The Scene.  Watch For ESC Key And Quit Messages From DrawGLScene()
          if ((active && !DrawGLScene()) || Keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
            {
              done=TRUE;							// ESC or DrawGLScene Signalled A Quit
            }
          else									// Not Time To Quit, Update Screen
            {
              glFinish();	//Necessary for Voodoo2 in FullScreen I think
              if(Keys[VK_F5])
                ScrShot();			//here we are sure the framebuffer is filled with all stuff
              SwapBuffers(hDC);					// Swap Buffers (Double Buffering)
              //glFlush();

              //Disable mode switching, only gives potencial trouble
              /*				if (keys[VK_F1])						// Is F1 Being Pressed?
              				{
              					keys[VK_F1]=FALSE;					// If So Make Key FALSE
              					KillGLWindow();						// Kill Our Current Window
              					fullscreen=!fullscreen;				// Toggle Fullscreen / Windowed Mode
              					// Recreate Our OpenGL Window
              					if (!CreateGLWindow("Ion Team LOTR",640,480,16,fullscreen))
              					{
              						return 0;						// Quit If Window Was Not Created
              					}
              				}
              */			
            }
        }
    }

  // Shutdown
  KillGLWindow();									// Kill The Window


  //if(Result) KillGLWindow();	//MSG code
  //	FreeImage_DeInitialize();
  return (msg.wParam);							// Exit The Program
}

//////////////////////////////////////////////////////


VOID CALLBACK TimerProc(HWND hWnd,UINT iMsg,UINT idEvent,DWORD dwTime)
{
  switch(iMsg)
    {
    case WM_TIMER:


      //sprintf(GFramesPerSecond,"%i FPS At: %f;%f;%f",fps,Camera.x,Camera.y,Camera.z);

      //SetWindowText(hWnd,GFramesPerSecond);

      fps = 0;
      break;
    }
}

⌨️ 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 + -