red faction | Code :
- /*
- * This Code Was Created By Jeff Molofee 2000
- * Modified by Shawn T. to handle (%3.2f, num) parameters.
- * A HUGE Thanks To Fredric Echols For Cleaning Up
- * And Optimizing The Base Code, Making It More Flexible!
- * 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 <math.h> // Header File For Windows Math Library
- #include <stdio.h> // Header File For Standard Input/Output
- #include <stdarg.h> // Header File For Variable Argument Routines
- #include <gl\gl.h> // Header File For The OpenGL32 Library
- #include <gl\glu.h> // Header File For The GLu32 Library
- HDC hDC=NULL; // Private GDI Device Context
- HGLRC hRC=NULL; // Permanent Rendering Context
- HWND hWnd=NULL; // Holds Our Window Handle
- HINSTANCE hInstance; // Holds The Instance Of The Application
- GLuint base; // Base Display List For The Font Set
- GLfloat rot; // Used To Rotate The Text
- bool keys[256]; // Array Used For The Keyboard Routine
- bool active=TRUE; // Window Active Flag Set To TRUE By Default
- bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
- GLYPHMETRICSFLOAT gmf[256]; // Storage For Information About Our Outline Font Characters
- LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
- GLvoid BuildFont(GLvoid) // Build Our Bitmap Font
- {
- HFONT font; // Windows Font ID
- base = glGenLists(256); // Storage For 256 Characters
- font = CreateFont( -12, // Height Of Font
- 0, // Width Of Font
- 0, // Angle Of Escapement
- 0, // Orientation Angle
- FW_BOLD, // Font Weight
- FALSE, // Italic
- FALSE, // Underline
- FALSE, // Strikeout
- ANSI_CHARSET, // Character Set Identifier
- OUT_TT_PRECIS, // Output Precision
- CLIP_DEFAULT_PRECIS, // Clipping Precision
- ANTIALIASED_QUALITY, // Output Quality
- FF_DONTCARE|DEFAULT_PITCH, // Family And Pitch
- "Lucida Sans Unicode" ); // Font Name
- SelectObject(hDC, font); // Selects The Font We Created
- wglUseFontOutlines( hDC, // Select The Current DC
- 0, // Starting Character
- 255, // Number Of Display Lists To Build
- base, // Starting Display Lists
- 0.0f, // Deviation From The True Outlines
- 0.2f, // Font Thickness In The Z Direction
- WGL_FONT_POLYGONS, // Use Polygons, Not Lines
- gmf); // Address Of Buffer To Recieve Data
- }
- GLvoid KillFont(GLvoid) // Delete The Font
- {
- glDeleteLists(base, 256); // Delete All 256 Characters
- }
- GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine
- {
- float length=0; // Used To Find The Length Of The Text
- char text[256]; // Holds Our String
- va_list ap; // Pointer To List Of Arguments
- if (fmt == NULL) // If There's No Text
- return; // Do Nothing
- va_start(ap, fmt); // Parses The String For Variables
- vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
- va_end(ap); // Results Are Stored In Text
- for (unsigned int loop=0;loop<(strlen(text));loop++) // Loop To Find Text Length
- {
- length+=gmf[text[loop]].gmfCellIncX; // Increase Length By Each Characters Width
- }
- glTranslatef(-length/2,0.0f,0.0f); // Center Our Text On The Screen
- glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
- glListBase(base); // Sets The Base Character to 0
- glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
- glPopAttrib(); // Pops The Display List Bits
- }
- GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
- {
- if (height==0) // Prevent A Divide By Zero By
- {
- height=1; // Making Height Equal One
- }
- glViewport(0,0,width,height); // Reset The Current Viewport
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- // Calculate The Aspect Ratio Of The Window
- gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- }
- int InitGL(GLvoid) // All Setup For OpenGL Goes Here
- {
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
- glHint(GL_POINT_SMOOTH, GL_NICEST);
- glHint(GL_LINE_SMOOTH, GL_NICEST);
- glHint(GL_POLYGON_SMOOTH, GL_NICEST);
- glEnable(GL_POINT_SMOOTH);
- glEnable(GL_LINE_SMOOTH);
- glEnable(GL_POLYGON_SMOOTH);
- glShadeModel(GL_SMOOTH); // Enable Smooth Shading
- glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
- glClearDepth(1.0f); // Depth Buffer Setup
- //glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- //glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
- // glEnable(GL_LIGHT0); // Enable Default Light (Quick And Dirty)
- // glEnable(GL_LIGHTING); // Enable Lighting
- // glEnable(GL_COLOR_MATERIAL); // Enable Coloring Of Material
- BuildFont(); // Build The Font
- return TRUE; // Initialization Went OK
- }
- int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
- glLoadIdentity(); // Reset The Current Modelview Matrix
- glTranslatef(0.0f,0.0f,-5.0f); // Move One Unit Into The Screen
- // glRotatef(rot,1.0f,0.0f,0.0f); // Rotate On The X Axis
- // glRotatef(rot*1.5f,0.0f,1.0f,0.0f); // Rotate On The Y Axis
- // glRotatef(rot*1.4f,0.0f,0.0f,1.0f); // Rotate On The Z Axis
- // Pulsing Colors Based On The Rotation
- glColor3f(1.0f*float(cos(rot/20.0f)),1.0f*float(sin(rot/25.0f)),1.0f-0.5f*float(cos(rot/17.0f)));
- glPrint("NeHe - %3.2f",rot/50); // Print GL Text To The Screen
- rot+=0.5f; // Increase The Rotation Variable
- glBegin(GL_QUADS);
- glVertex2f(0,-25);
- glVertex2f( 25,25);
- glVertex2f(25, 25);
- glVertex2f(-25,-25);
- glEnd();
- return TRUE; // Everything Went OK
- }
- GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
- {
- if (fullscreen) // Are We In Fullscreen Mode?
- {
- ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
- ShowCursor(TRUE); // Show Mouse Pointer
- }
- if (hRC) // Do We Have A Rendering Context?
- {
- if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
- {
- MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- }
- if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
- {
- MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
- }
- 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
- }
- KillFont();
- }
- /* 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
- // 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("NeHe's Outline Font Tutorial",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
- {
- SwapBuffers(hDC); // Swap Buffers (Double Buffering)
- }
- 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("NeHe's Outline Font Tutorial",640,480,16,fullscreen))
- {
- return 0; // Quit If Window Was Not Created
- }
- }
- }
- }
- // Shutdown
- KillGLWindow(); // Kill The Window
- return (msg.wParam); // Exit The Program
- }
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