480 lines
14 KiB
C
480 lines
14 KiB
C
#define DBLBUFFER 1
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#define USE_COLOR_INDEX 1
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#include <nt.h>
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#include <ntrtl.h>
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#include <nturtl.h>
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#include <windows.h>
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#include <ptypes32.h>
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#include <pwin32.h>
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long WndProc ( HWND hwnd, UINT message, DWORD wParam, LONG lParam );
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void DoGlStuff( HWND hWnd, HDC hDc );
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HGLRC hrcInitGL(HWND hwnd, HDC hdc);
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void vCleanupGL(HGLRC hrc);
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#include <GL\gl.h>
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#define TERMINATE DbgPrint("%s (%d)\n", __FILE__, __LINE__), ExitProcess(0)
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#define WINDSIZEX(Rect) (Rect.right - Rect.left)
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#define WINDSIZEY(Rect) (Rect.bottom - Rect.top)
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// Default Logical Palette indexes
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#define BLACK_INDEX 0
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#define WHITE_INDEX 19
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#define RED_INDEX 13
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#define GREEN_INDEX 14
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#define BLUE_INDEX 16
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#define YELLOW_INDEX 15
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#define MAGENTA_INDEX 17
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#define CYAN_INDEX 18
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// Global variables defining current position and orientation.
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GLfloat AngleX = 0.0;
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GLfloat AngleY = 0.0;
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GLfloat AngleZ = 0.0;
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GLfloat OffsetX = 0.0;
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GLfloat OffsetY = 0.0;
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GLfloat OffsetZ = -3.0;
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HGLRC ghrc = (HGLRC) 0;
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#ifdef DBLBUFFER
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HDC ghdcMem;
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HBITMAP ghbmBackBuffer, ghbmOld;
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#endif
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int WINAPI
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WinMain( HINSTANCE hInstance,
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HINSTANCE hPrevInstance,
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LPSTR lpCmdLine,
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int nCmdShow
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)
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{
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static char szAppName[] = "GL Cube";
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HWND hwnd;
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MSG msg;
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RECT Rect;
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WNDCLASS wndclass;
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if ( !hPrevInstance )
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{
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//wndclass.style = CS_HREDRAW | CS_VREDRAW;
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wndclass.style = 0;
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wndclass.lpfnWndProc = (WNDPROC)WndProc;
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wndclass.cbClsExtra = 0;
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wndclass.cbWndExtra = 0;
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wndclass.hInstance = hInstance;
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wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
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wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
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wndclass.hbrBackground = GetStockObject(WHITE_BRUSH);
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wndclass.lpszMenuName = NULL;
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wndclass.lpszClassName = szAppName;
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RegisterClass(&wndclass);
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}
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/*
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* Make the windows a reasonable size and pick a
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* position for it.
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*/
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Rect.left = 100;
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Rect.top = 100;
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Rect.right = 200;
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Rect.bottom = 200;
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AdjustWindowRect( &Rect, WS_OVERLAPPEDWINDOW, FALSE );
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hwnd = CreateWindow ( szAppName, // window class name
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"GL Cube", // window caption
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WS_OVERLAPPEDWINDOW, // window style
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Rect.left, // initial x position
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Rect.top, // initial y position
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WINDSIZEX(Rect), // initial x size
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WINDSIZEY(Rect), // initial y size
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NULL, // parent window handle
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NULL, // window menu handle
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hInstance, // program instance handle
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NULL // creation parameter
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);
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ShowWindow( hwnd, nCmdShow );
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UpdateWindow( hwnd );
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while ( GetMessage( &msg, NULL, 0, 0 ))
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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return( msg.wParam );
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}
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long
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WndProc ( HWND hWnd,
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UINT message,
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DWORD wParam,
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LONG lParam
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)
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{
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HDC hDc;
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PAINTSTRUCT ps;
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BOOL bValidKey = TRUE;
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switch ( message )
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{
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case WM_PAINT:
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hDc = BeginPaint( hWnd, &ps );
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if (ghrc == (HGLRC) 0)
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ghrc = hrcInitGL(hWnd, hDc);
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DoGlStuff( hWnd, hDc );
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EndPaint( hWnd, &ps );
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return(0);
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case WM_CHAR:
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switch(wParam)
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{
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case 'u':
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case 'U':
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AngleX += 10.0;
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AngleX = (AngleX > 360.0) ? 0.0 : AngleX;
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break;
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case 'j':
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case 'J':
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AngleX -= 10.0;
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AngleX = (AngleX < 0.0) ? 360.0 : AngleX;
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break;
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case 'i':
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case 'I':
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AngleY += 10.0;
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AngleY = (AngleY > 360.0) ? 0.0 : AngleY;
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break;
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case 'k':
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case 'K':
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AngleY -= 10.0;
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AngleY = (AngleY < 0.0) ? 360.0 : AngleY;
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break;
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case 'o':
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case 'O':
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AngleZ += 10.0;
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AngleZ = (AngleZ > 360.0) ? 0.0 : AngleZ;
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break;
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case 'l':
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case 'L':
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AngleZ -= 10.0;
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AngleZ = (AngleZ < 0.0) ? 360.0 : AngleZ;
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break;
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case 'd':
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case 'D':
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OffsetX += 0.2;
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break;
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case 'a':
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case 'A':
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OffsetX -= 0.2;
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break;
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// !!! Note: currently the coordinate system is upside down, so
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// !!! so up and down are reversed.
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case 's':
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case 'S':
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OffsetY += 0.2;
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break;
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case 'w':
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case 'W':
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OffsetY -= 0.2;
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break;
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case 'q':
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case 'Q':
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OffsetZ += 0.2;
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break;
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case 'e':
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case 'E':
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OffsetZ -= 0.2;
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break;
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default:
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bValidKey = FALSE;
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}
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if (bValidKey)
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{
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hDc = GetDC(hWnd);
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if (ghrc == (HGLRC) 0)
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ghrc = hrcInitGL(hWnd, hDc);
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DoGlStuff( hWnd, hDc );
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ReleaseDC(hWnd, hDc);
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}
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return 0;
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case WM_DESTROY:
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vCleanupGL(ghrc);
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PostQuitMessage( 0 );
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return( 0 );
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}
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return( DefWindowProc( hWnd, message, wParam, lParam ) );
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}
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HGLRC hrcInitGL(HWND hwnd, HDC hdc)
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{
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RECT Rect;
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HGLRC hrc;
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int iWidth, iHeight;
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#if !USE_COLOR_INDEX
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static GLfloat ClearColor[] = {
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(GLfloat)0.0, // Red
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(GLfloat)0.0, // Green
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(GLfloat)0.0, // Blue
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(GLfloat)1.0 // Alpha
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};
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#endif
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/* Get the size of the client area */
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GetClientRect( hwnd, &Rect );
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iWidth = Rect.right-Rect.left;
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iHeight = Rect.bottom-Rect.top;
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/* Create a Rendering Context */
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#if DBLBUFFER
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ghdcMem = CreateCompatibleDC(hdc);
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SelectObject(ghdcMem, GetStockObject(DEFAULT_PALETTE));
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ghbmBackBuffer = CreateCompatibleBitmap(hdc, iWidth, iHeight);
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ghbmOld = SelectObject(ghdcMem, ghbmBackBuffer);
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//!!! [GilmanW] OpenGL hack !!!
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//!!!
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//!!! For some reason we need to prepare the memory DC. GL
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//!!! drawing seems limited to the area drawn to by GDI calls.
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//!!! By BitBlt'ing the entire memory DC, the whole thing is
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//!!! is available to GL.
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//!!!
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//!!! There must be something we need to update on the server
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//!!! side so that this is not necessary.
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BitBlt(ghdcMem, 0, 0, iWidth, iHeight, NULL, 0, 0, BLACKNESS);
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hrc = wglCreateContext( ghdcMem );
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#else
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hrc = wglCreateContext( hdc );
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#endif
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/* Make it Current */
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#if DBLBUFFER
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wglMakeCurrent( ghdcMem, hrc );
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#else
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wglMakeCurrent( hdc, hrc );
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#endif
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// !!! Note: currently the coordinate system is upside down, so we
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// !!! need to reverse the default "front face" definition.
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glFrontFace(GL_CW);
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/* Set the clear color */
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#if USE_COLOR_INDEX
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glClearIndex(BLACK_INDEX);
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#else
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glClearColor( ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3] );
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#endif
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/* Turn off dithering */
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glDisable(GL_DITHER);
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/* Turn on z-buffer */
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glEnable(GL_DEPTH_TEST);
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return hrc;
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}
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void
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vCleanupGL(hrc)
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{
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/* Destroy our context */
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wglDeleteContext( hrc );
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#if DBLBUFFER
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DeleteObject(SelectObject(ghdcMem, ghbmOld));
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DeleteDC(ghdcMem);
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#endif
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}
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void
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DoGlStuff( HWND hWnd, HDC hDc )
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{
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RECT Rect;
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HGLRC hRc;
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#if !USE_COLOR_INDEX
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static GLfloat Cyan[] = {
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(GLfloat)0.0, // Read
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(GLfloat)0.666, // Green
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(GLfloat)0.666, // Blue
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(GLfloat)1.0 // Alpha
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};
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static GLfloat Yellow[] = {
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(GLfloat)0.666, // Red
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(GLfloat)0.666, // Green
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(GLfloat)0.0, // Blue
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(GLfloat)1.0 // Alpha
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};
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static GLfloat Magenta[] = {
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(GLfloat)0.666, // Red
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(GLfloat)0.0, // Green
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(GLfloat)0.666, // Blue
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(GLfloat)1.0 // Alpha
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};
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static GLfloat Red[] = {
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(GLfloat)1.0, // Red
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(GLfloat)0.0, // Green
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(GLfloat)0.0, // Blue
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(GLfloat)1.0 // Alpha
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};
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static GLfloat Green[] = {
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(GLfloat)0.0, // Red
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(GLfloat)1.0, // Green
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(GLfloat)0.0, // Blue
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(GLfloat)1.0 // Alpha
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};
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static GLfloat Blue[] = {
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(GLfloat)0.0, // Red
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(GLfloat)0.0, // Green
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(GLfloat)1.0, // Blue
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(GLfloat)1.0 // Alpha
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};
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#endif
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/* Get the size of the client area */
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GetClientRect( hWnd, &Rect );
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/* Set up the projection matrix */
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(OffsetX, OffsetY, OffsetZ);
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glRotatef(AngleX, 1.0, 0.0, 0.0);
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glRotatef(AngleY, 0.0, 1.0, 0.0);
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glRotatef(AngleZ, 0.0, 0.0, 1.0);
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glViewport(0, 0, WINDSIZEX(Rect), WINDSIZEY(Rect));
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/* Clear the color buffer */
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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/* Draw the cube */
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glBegin(GL_QUADS);
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#if USE_COLOR_INDEX
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glIndexi(BLUE_INDEX);
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#else
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glColor4fv( Blue );
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#endif
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glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) -0.7);
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#if USE_COLOR_INDEX
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glIndexi(GREEN_INDEX);
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#else
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glColor4fv( Green );
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#endif
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glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) -0.7);
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#if USE_COLOR_INDEX
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glIndexi(RED_INDEX);
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#else
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glColor4fv( Red );
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#endif
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glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) 0.7);
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#if USE_COLOR_INDEX
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glIndexi(CYAN_INDEX);
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#else
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glColor4fv( Cyan );
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#endif
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glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) 0.7);
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#if USE_COLOR_INDEX
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glIndexi(YELLOW_INDEX);
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#else
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glColor4fv( Yellow );
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#endif
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glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) 0.7);
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#if USE_COLOR_INDEX
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glIndexi(MAGENTA_INDEX);
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#else
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glColor4fv( Magenta );
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#endif
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glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) 0.7);
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glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) -0.7);
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glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) -0.7);
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glEnd();
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glFlush();
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#if DBLBUFFER
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BitBlt(hDc, 0, 0, Rect.right-Rect.left, Rect.bottom-Rect.top, ghdcMem, 0, 0, SRCCOPY);
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GdiFlush();
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#endif
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}
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