2025-04-27 07:49:33 -04:00

619 lines
18 KiB
C

#define ZBUFFER 0
#define DBLBUFFER 1
#define USE_COLOR_INDEX 1
#include <nt.h>
#include <ntrtl.h>
#include <nturtl.h>
#include <windows.h>
#include <ptypes32.h>
#include <pwin32.h>
long WndProc ( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );
long DlgProcRotate ( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );
void DoGlStuff( HWND hWnd, HDC hDc );
HGLRC hrcInitGL(HWND hwnd, HDC hdc);
void vResizeDoubleBuffer(HWND hwnd, HDC hdc);
void vCleanupGL(HGLRC hrc);
#include <GL\gl.h>
#define TERMINATE DbgPrint("%s (%d)\n", __FILE__, __LINE__), ExitProcess(0)
#define WINDSIZEX(Rect) (Rect.right - Rect.left)
#define WINDSIZEY(Rect) (Rect.bottom - Rect.top)
// Default Logical Palette indexes
#define BLACK_INDEX 0
#define WHITE_INDEX 19
#define RED_INDEX 13
#define GREEN_INDEX 14
#define BLUE_INDEX 16
#define YELLOW_INDEX 15
#define MAGENTA_INDEX 17
#define CYAN_INDEX 18
// Global variables defining current position and orientation.
GLfloat AngleX = 145.0;
GLfloat AngleY = 50.0;
GLfloat AngleZ = 0.0;
GLfloat DeltaAngle[3] = { 0.0, 0.0, 0.0 };
GLfloat OffsetX = 0.0;
GLfloat OffsetY = 0.0;
GLfloat OffsetZ = -3.0;
GLuint DListCube;
UINT guiTimerTick = 128;
HGLRC ghrc = (HGLRC) 0;
#ifdef DBLBUFFER
HDC ghdcMem;
HBITMAP ghbmBackBuffer = (HBITMAP) 0, ghbmOld;
#endif
HWND hdlgRotate;
int WINAPI
WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow
)
{
static char szAppName[] = "TimeCube";
HWND hwnd;
MSG msg;
RECT Rect;
WNDCLASS wndclass;
if ( !hPrevInstance )
{
//wndclass.style = CS_HREDRAW | CS_VREDRAW;
wndclass.style = 0;
wndclass.lpfnWndProc = (WNDPROC)WndProc;
wndclass.cbClsExtra = 0;
wndclass.cbWndExtra = 0;
wndclass.hInstance = hInstance;
wndclass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndclass.hbrBackground = GetStockObject(WHITE_BRUSH);
wndclass.lpszMenuName = NULL;
wndclass.lpszClassName = szAppName;
// With a NULL icon handle, app will paint into the icon window.
wndclass.hIcon = NULL;
//wndclass.hIcon = LoadIcon(hInstance, "CubeIcon");
RegisterClass(&wndclass);
}
/*
* Make the windows a reasonable size and pick a
* position for it.
*/
Rect.left = GetPrivateProfileInt("Window", "left", 100, "timecube.ini");
Rect.top = GetPrivateProfileInt("Window", "top", 100, "timecube.ini");;
Rect.right = GetPrivateProfileInt("Window", "right", 200, "timecube.ini");;
Rect.bottom = GetPrivateProfileInt("Window", "bottom", 200, "timecube.ini");;
guiTimerTick= GetPrivateProfileInt("Animate", "Timer", 32, "timecube.ini");;
AdjustWindowRect( &Rect, WS_OVERLAPPEDWINDOW, FALSE );
hwnd = CreateWindow ( szAppName, // window class name
"TimeCube", // window caption
WS_OVERLAPPEDWINDOW, // window style
Rect.left, // initial x position
Rect.top, // initial y position
WINDSIZEX(Rect), // initial x size
WINDSIZEY(Rect), // initial y size
NULL, // parent window handle
NULL, // window menu handle
hInstance, // program instance handle
NULL // creation parameter
);
ShowWindow( hwnd, nCmdShow );
UpdateWindow( hwnd );
hdlgRotate = CreateDialog(hInstance, "RotateDlg", hwnd, DlgProcRotate);
SetTimer(hwnd, 1, guiTimerTick, NULL);
while ( GetMessage( &msg, NULL, 0, 0 ))
{
if ( (hdlgRotate == 0) || !IsDialogMessage(hdlgRotate, &msg) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
return( msg.wParam );
}
long
WndProc ( HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam
)
{
HDC hDc;
PAINTSTRUCT ps;
int iWidth, iHeight;
switch ( message )
{
case WM_PAINT:
hDc = BeginPaint( hWnd, &ps );
if (ghrc == (HGLRC) 0)
ghrc = hrcInitGL(hWnd, hDc);
DoGlStuff( hWnd, hDc );
EndPaint( hWnd, &ps );
return(0);
case WM_SIZE:
iWidth = LOWORD(lParam);
iHeight = HIWORD(lParam);
#if 0
SetWindowPos (hWnd, // hwnd
HWND_TOP, // z-order
0, 0, // position
max(iWidth, iHeight), // new width
max(iWidth, iHeight), // new height
SWP_NOMOVE); // keep old postion
#endif
hDc = GetDC(hWnd);
vResizeDoubleBuffer(hWnd, hDc);
ReleaseDC(hWnd, hDc);
return(0);
case WM_CHAR:
switch(wParam)
{
case 'd':
case 'D':
OffsetX += 0.2;
break;
case 'a':
case 'A':
OffsetX -= 0.2;
break;
// !!! Note: currently the coordinate system is upside down, so
// !!! so up and down are reversed.
case 's':
case 'S':
OffsetY += 0.2;
break;
case 'w':
case 'W':
OffsetY -= 0.2;
break;
case 'q':
case 'Q':
OffsetZ += 0.2;
break;
case 'e':
case 'E':
OffsetZ -= 0.2;
break;
case ',':
case '<':
guiTimerTick = guiTimerTick << 1;
guiTimerTick = min(0x40000000, guiTimerTick);
KillTimer(hWnd, 1);
SetTimer(hWnd, 1, guiTimerTick, NULL);
break;
case '.':
case '>':
guiTimerTick = guiTimerTick >> 1;
guiTimerTick = max(1, guiTimerTick);
KillTimer(hWnd, 1);
SetTimer(hWnd, 1, guiTimerTick, NULL);
break;
default:
break;
}
return 0;
case WM_TIMER:
AngleX += DeltaAngle[0];
AngleY += DeltaAngle[1];
AngleZ += DeltaAngle[2];
hDc = GetDC(hWnd);
if (ghrc == (HGLRC) 0)
ghrc = hrcInitGL(hWnd, hDc);
DoGlStuff( hWnd, hDc );
ReleaseDC(hWnd, hDc);
return 0;
case WM_DESTROY:
vCleanupGL(ghrc);
KillTimer(hWnd, 1);
PostQuitMessage( 0 );
DestroyWindow(hdlgRotate);
return( 0 );
}
return( DefWindowProc( hWnd, message, wParam, lParam ) );
}
BOOL
DlgProcRotate(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
HWND hwndCtrl;
int iCtrl, iIndex;
long lPos, lVal;
static char ach[80];
switch(msg)
{
case WM_INITDIALOG:
for (iCtrl = 10; iCtrl < 13; iCtrl += 1)
{
hwndCtrl = GetDlgItem(hwnd, iCtrl);
SetScrollRange(hwndCtrl, SB_CTL, 0, 90, FALSE);
SetScrollPos(hwndCtrl, SB_CTL, 45, FALSE);
}
return TRUE;
case WM_VSCROLL:
hwndCtrl = lParam;
iCtrl = GetWindowLong(hwndCtrl, GWL_ID);
iIndex = iCtrl - 10;
lVal = (long) DeltaAngle[iIndex];
switch(LOWORD(wParam))
{
case SB_BOTTOM:
lVal = -45;
lPos = 90;
DeltaAngle[iIndex] = -45.0;
break;
case SB_TOP:
lVal = 45;
lPos = 0;
DeltaAngle[iIndex] = 45.0;
break;
case SB_PAGEDOWN:
lVal -= 4;
case SB_LINEDOWN:
lVal = max(-45, lVal - 1);
lPos = 45 - lVal;
DeltaAngle[iIndex] = (float) lVal;
break;
case SB_PAGEUP:
lVal += 4;
case SB_LINEUP:
lVal = min(45, lVal + 1);
lPos = 45 - lVal;
DeltaAngle[iIndex] = (float) lVal;
break;
case SB_THUMBPOSITION:
case SB_THUMBTRACK:
lPos = (long) HIWORD(wParam);
lVal = 45 - lPos; // invert and unbias
DeltaAngle[iIndex] = (float) lVal;
break;
default:
return FALSE;
}
// Update scroll bar.
SetScrollPos(hwndCtrl, SB_CTL, lPos, TRUE);
// Update the static text with new value.
wsprintf(ach, "%ld", lVal);
SetDlgItemText(hwnd, iCtrl + 10, ach);
return TRUE;
default:
break;
}
return FALSE;
}
void vResizeDoubleBuffer(HWND hwnd, HDC hdc)
{
RECT Rect;
/* Get the size of the client area */
GetClientRect( hwnd, &Rect );
if (ghbmBackBuffer != (HBITMAP) 0)
DeleteObject(SelectObject(ghdcMem, ghbmOld));
ghbmBackBuffer = CreateCompatibleBitmap(hdc, WINDSIZEX(Rect), WINDSIZEY(Rect));
ghbmOld = SelectObject(ghdcMem, ghbmBackBuffer);
//!!! [GilmanW] OpenGL hack !!!
//!!!
//!!! For some reason we need to prepare the memory DC. GL
//!!! drawing seems limited to the area drawn to by GDI calls.
//!!! By BitBlt'ing the entire memory DC, the whole thing is
//!!! is available to GL.
//!!!
//!!! There must be something we need to update on the server
//!!! side so that this is not necessary.
BitBlt(ghdcMem, 0, 0, WINDSIZEX(Rect), WINDSIZEY(Rect), NULL, 0, 0, BLACKNESS);
}
HGLRC hrcInitGL(HWND hwnd, HDC hdc)
{
HGLRC hrc;
#if !USE_COLOR_INDEX
static GLfloat ClearColor[] = {
(GLfloat)0.0, // Red
(GLfloat)0.0, // Green
(GLfloat)0.0, // Blue
(GLfloat)1.0 // Alpha
};
static GLfloat Cyan[] = {
(GLfloat)0.0, // Read
(GLfloat)0.666, // Green
(GLfloat)0.666, // Blue
(GLfloat)1.0 // Alpha
};
static GLfloat Yellow[] = {
(GLfloat)0.666, // Red
(GLfloat)0.666, // Green
(GLfloat)0.0, // Blue
(GLfloat)1.0 // Alpha
};
static GLfloat Magenta[] = {
(GLfloat)0.666, // Red
(GLfloat)0.0, // Green
(GLfloat)0.666, // Blue
(GLfloat)1.0 // Alpha
};
static GLfloat Red[] = {
(GLfloat)1.0, // Red
(GLfloat)0.0, // Green
(GLfloat)0.0, // Blue
(GLfloat)1.0 // Alpha
};
static GLfloat Green[] = {
(GLfloat)0.0, // Red
(GLfloat)1.0, // Green
(GLfloat)0.0, // Blue
(GLfloat)1.0 // Alpha
};
static GLfloat Blue[] = {
(GLfloat)0.0, // Red
(GLfloat)0.0, // Green
(GLfloat)1.0, // Blue
(GLfloat)1.0 // Alpha
};
#endif
/* Create a Rendering Context */
#if DBLBUFFER
ghdcMem = CreateCompatibleDC(hdc);
SelectObject(ghdcMem, GetStockObject(DEFAULT_PALETTE));
vResizeDoubleBuffer(hwnd, hdc);
hrc = wglCreateContext( ghdcMem );
#else
hrc = wglCreateContext( hdc );
#endif
/* Make it Current */
#if DBLBUFFER
wglMakeCurrent( ghdcMem, hrc );
#else
wglMakeCurrent( hdc, hrc );
#endif
// !!! Note: currently the coordinate system is upside down, so we
// !!! need to reverse the default "front face" definition.
glFrontFace(GL_CW);
/* Set the clear color */
#if USE_COLOR_INDEX
glClearIndex(BLACK_INDEX);
#else
glClearColor( ClearColor[0], ClearColor[1], ClearColor[2], ClearColor[3] );
#endif
/* Turn off dithering */
glDisable(GL_DITHER);
/* Turn on z-buffer */
#if ZBUFFER
glEnable(GL_DEPTH_TEST);
#else
glDisable(GL_DEPTH_TEST);
#endif
/* Turn on backface culling */
glEnable(GL_CULL_FACE);
/* Generate a display list for a cube */
DListCube = glGenLists(1);
glNewList(DListCube, GL_COMPILE);
glBegin(GL_QUADS);
#if USE_COLOR_INDEX
glIndexi(BLUE_INDEX);
#else
glColor4fv( Blue );
#endif
glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) -0.7);
#if USE_COLOR_INDEX
glIndexi(GREEN_INDEX);
#else
glColor4fv( Green );
#endif
glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) -0.7);
#if USE_COLOR_INDEX
glIndexi(RED_INDEX);
#else
glColor4fv( Red );
#endif
glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) 0.7);
#if USE_COLOR_INDEX
glIndexi(CYAN_INDEX);
#else
glColor4fv( Cyan );
#endif
glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) 0.7);
#if USE_COLOR_INDEX
glIndexi(YELLOW_INDEX);
#else
glColor4fv( Yellow );
#endif
glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) 0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) 0.7, (GLfloat) 0.7);
#if USE_COLOR_INDEX
glIndexi(MAGENTA_INDEX);
#else
glColor4fv( Magenta );
#endif
glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) 0.7);
glVertex3f( (GLfloat) -0.7, (GLfloat) -0.7, (GLfloat) -0.7);
glVertex3f( (GLfloat) 0.7, (GLfloat) -0.7, (GLfloat) -0.7);
glEnd();
glEndList();
return hrc;
}
void
vCleanupGL(hrc)
{
/* Destroy our context */
wglDeleteContext( hrc );
#if DBLBUFFER
DeleteObject(SelectObject(ghdcMem, ghbmOld));
DeleteDC(ghdcMem);
#endif
}
void
DoGlStuff( HWND hWnd, HDC hDc )
{
RECT Rect;
HGLRC hRc;
/* Get the size of the client area */
GetClientRect( hWnd, &Rect );
/* Set up the projection matrix */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.5, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(OffsetX, OffsetY, OffsetZ);
glRotatef(AngleX, 1.0, 0.0, 0.0);
glRotatef(AngleY, 0.0, 1.0, 0.0);
glRotatef(AngleZ, 0.0, 0.0, 1.0);
glViewport(0, 0, WINDSIZEX(Rect), WINDSIZEY(Rect));
/* Clear the color buffer */
#if ZBUFFER
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
#else
glClear( GL_COLOR_BUFFER_BIT );
#endif
/* Draw the cube */
/* Draw the cube */
glCallList(DListCube);
glFlush();
#if DBLBUFFER
BitBlt(hDc, 0, 0, Rect.right-Rect.left, Rect.bottom-Rect.top, ghdcMem, 0, 0, SRCCOPY);
GdiFlush();
#endif
}