📄 snow.cpp
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/****************************************************************************
snow.cpp
This demo program demonstrates a simple snowstorm particle effect
Author : Dave Astle
Date : 3/17/2001
Written for OpenGL Game Programming
*****************************************************************************/
/********************************* Includes *********************************/
#define WIN32_LEAN_AND_MEAN // get rid of Windows things we don't need
#include <windows.h> // included in all Windows apps
#include <winuser.h> // Windows constants
#include <gl/gl.h> // OpenGL include
#include <gl/glu.h> // OpenGL utilty library
#include "snowstorm.h"
#include "HiResTimer.h"
#define WND_CLASS_NAME "OpenGL Window Class"
/*************************** Constants and Macros ***************************/
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
const int SCREEN_BPP = 32;
const bool USE_FULLSCREEN = false;
const char *APP_TITLE = "Snowstorm Demo";
/********************************* Globals **********************************/
HDC g_hdc; // device context
HGLRC g_hrc; // rendering context
BOOL g_isFullscreen = TRUE; // toggles fullscreen and windowed display
BOOL g_isActive = TRUE; // false if window is minimized
HWND g_hwnd = NULL; // main window handle
HINSTANCE g_hInstance; // application instance
CSnowstorm g_snowstorm(5000, vector3_t(0.0, 0.0, -5.0), 5.0, 5.0, 5.0);
CHiResTimer g_timer;
/******************************** Prototypes ********************************/
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
BOOL SetupWindow(const char *title, int width, int height, int bits, bool isFullscreen);
BOOL KillWindow();
GLvoid ResizeScene(GLsizei width, GLsizei height);
BOOL InitializeScene();
BOOL DisplayScene(float elapsedTime);
BOOL Cleanup();
/*****************************************************************************
WinMain()
Windows entry point
*****************************************************************************/
int WINAPI WinMain(HINSTANCE g_hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
MSG msg; // message
BOOL isDone; // flag indicatingen the app is done
// if the window is set up correctly, we can proceed with the message loop
if (SetupWindow(APP_TITLE, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, USE_FULLSCREEN))
isDone = FALSE;
// otherwise, we need to never enter the loop and proceed to exit
else
isDone = TRUE;
g_timer.Init();
// main message loop
while (!isDone)
{
if(PeekMessage(&msg, g_hwnd, NULL, NULL, PM_REMOVE))
{
if (msg.message == WM_QUIT) // do we receive a WM_QUIT message?
{
isDone = TRUE; // if so, time to quit the application
}
else
{
TranslateMessage(&msg); // translate and dispatch to event queue
DispatchMessage(&msg);
}
}
// don't update the scene if the app is minimized
if (g_isActive)
{
// update the scene every time through the loop
DisplayScene(g_timer.GetElapsedSeconds());
// switch the front and back buffers to display the updated scene
SwapBuffers(g_hdc);
}
}
Cleanup();
KillWindow();
return msg.wParam;
} // end WinMain()
/*****************************************************************************
WndProc()
Windows message handler
*****************************************************************************/
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_ACTIVATE: // watch for the window being minimized and restored
{
if (!HIWORD(wParam))
{
// program was restored or maximized
g_isActive = TRUE;
}
else
{
// program was minimized
g_isActive=FALSE;
}
return 0;
}
case WM_SYSCOMMAND: // look for screensavers and powersave mode
{
switch (wParam)
{
case SC_SCREENSAVE: // screensaver trying to start
case SC_MONITORPOWER: // monitor going to powersave mode
// returning 0 prevents either from happening
return 0;
default:
break;
}
} break;
case WM_CLOSE: // window is being closed
{
// send WM_QUIT to message queue
PostQuitMessage(0);
return 0;
}
case WM_SIZE:
{
// update perspective with new width and height
ResizeScene(LOWORD(lParam), HIWORD(lParam));
return 0;
}
case WM_CHAR:
{
switch (toupper(wParam))
{
case VK_ESCAPE:
{
// send WM_QUIT to message queue
PostQuitMessage(0);
return 0;
}
default:
break;
};
} break;
case WM_MOVE:
{
// avoid a jump when the window is moved
g_timer.GetElapsedSeconds();
break;
}
default:
break;
}
return (DefWindowProc(hwnd, message, wParam, lParam));
} // end WndProc()
/*****************************************************************************
SetupWindow()
Create the window and everything else we need, including the device and
rendering context. If a fullscreen window has been requested but can't be
created, the user will be prompted to attempt windowed mode. Finally,
InitializeScene is called for application-specific setup.
Returns TRUE if everything goes well, or FALSE if an unrecoverable error
occurs. Note that if this is called twice within a program, KillWindow needs
to be called before subsequent calls to SetupWindow.
*****************************************************************************/
BOOL SetupWindow(const char *title, int width, int height, int bits, bool isFullscreen)
{
// set the global flag
g_isFullscreen = isFullscreen;
// get our instance handle
g_hInstance = GetModuleHandle(NULL);
WNDCLASSEX wc; // window class
// fill out the window class structure
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = g_hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon
wc.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow
wc.hbrBackground = NULL; // no background needed
wc.lpszMenuName = NULL; // no menu
wc.lpszClassName = WND_CLASS_NAME;
// register the windows class
if (!RegisterClassEx(&wc))
{
MessageBox(NULL,"Unable to register the window class", "Error", MB_OK | MB_ICONEXCLAMATION);
// exit and return FALSE
return FALSE;
}
// if we're in fullscreen mode, set the display up for it
if (g_isFullscreen)
{
// set up the device mode structure
DEVMODE screenSettings;
memset(&screenSettings,0,sizeof(screenSettings));
screenSettings.dmSize = sizeof(screenSettings);
screenSettings.dmPelsWidth = width; // screen width
screenSettings.dmPelsHeight = height; // screen height
screenSettings.dmBitsPerPel = bits; // bits per pixel
screenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// attempt to switch to the resolution and bit depth we've selected
if (ChangeDisplaySettings(&screenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
// if we can't get fullscreen, let them choose to quit or try windowed mode
if (MessageBox(NULL, "Cannot run in the fullscreen mode at the selected resolution\n"
"on your video card. Try windowed mode instead?",
"OpenGL Game Programming",
MB_YESNO | MB_ICONEXCLAMATION) == IDYES)
{
g_isFullscreen = FALSE;
}
else
{
return FALSE;
}
}
}
DWORD dwExStyle;
DWORD dwStyle;
// set the window style appropriately, depending on whether we're in fullscreen mode
if (g_isFullscreen)
{
dwExStyle = WS_EX_APPWINDOW;
dwStyle = WS_POPUP; // simple window with no borders or title bar
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