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| program OpenGLApp;
uses
Windows,
Messages,
dglOpenGL,
Textures,
glut,
OpenGL;
const
WND_TITLE = 'OpenGL Template using OpenGL 1.5 by McCLaw';
FPS_TIMER = 1; // Timer to calculate FPS
FPS_INTERVAL = 1000; // Calculate FPS every 1000 ms
// User Constants
var
h_Wnd : HWND; // Global window handle
h_DC : HDC; // Global device context
h_RC : HGLRC; // OpenGL rendering context
keys : Array[0..255] of Boolean; // Holds keystrokes
FPSCount : Integer = 0; // Counter for FPS
ElapsedTime : Integer; // Elapsed time between frames
// User vaiables
xSpeed, ySpeed, transx, transy, transz : glFloat;
division : integer;
boucle, vitesse_CPU : real;
// Mouse Variables
MouseMove : boolean = false; // Is the mouse moving?
MoveXcoord, MoveYcoord : GLfloat; // Current X and Y position of the cursor
MouseButton : Integer = -1; // mouse button down
Xcoord, Ycoord : Integer; // Current X and Y position where the mouse was clicked
OpenGLInitialized : Boolean;
i,j : real;
LightPosition : Array[0..3] Of GLfloat = (20, 20,0,1);
LightAmbiant : Array[0..3] Of GLfloat = (1,1,1,1);
MateriauAmbiantW : Array[0..3] Of GLfloat = (1,1,1,1);
MateriauAmbiantB : Array[0..3] Of GLfloat = (0,0,0,1);
MateriauAmbiantR : Array[0..3] Of GLfloat = (1,0,0,1);
MateriauAmbiantG : Array[0..3] Of GLfloat = (0,1,0,1);
MateriauAmbiantU : Array[0..3] Of GLfloat = (0,0,1,1);
{$R *.RES}
function get_cpu_speed:dword;
var Speed : dword;
perform: int64;
begin
perform:=0;
SetpriorityClass(getcurrentprocess,REALTIME_PRIORITY_CLASS);
SetThreadPriority(getcurrentThread,THREAD_PRIORITY_TIME_CRITICAL);
asm
push eax
push edx
push ecx
push 1000
call sleep // appel de sleep(1000)
dw $310F // rdtsc (red internal cpu timer in cycle)
add eax,edx
mov speed,eax // stokez les cycles machine
push edx
xor eax,eax
push 1000
call sleep // appel de sleep(1000)
pop edx
dw $310F // relire le timer cpu rdsc
add eax,edx
sub eax,speed // garder 1000 millisecondes (1 seconde)
mov speed,eax // le stocké dans speed;
pop ecx
pop edx
pop eax
end;
result:=round((speed / 1000000) / 3)*3; // div 3 * 3 a cose de busfeq
end;
{------------------------------------------------------------------}
{ Function to convert int to string. (No sysutils = smaller EXE) }
{------------------------------------------------------------------}
function IntToStr(Num : Integer) : String; // using SysUtils increase file size by 100K
begin
Str(Num, result);
end;
{------------------------------------------------------------------}
{ Function to draw the actual scene }
{------------------------------------------------------------------}
procedure glDraw();
begin
glLoadIdentity();
glClear (GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
glulookat(0,0,-10, // Position de l'oeil
0,0,0, // Point de visée
0,1,0); // direction du vecteur vertical de la camera
glColor3f (1.0, 1.0, 1.0);
glOrtho(-1,1,-1,1,0,10);
// gltranslate(2*sin(k/1024),sin(k/512),2*sin(k/256));
gltranslate(transx,transy,transz);
glRotate(i/16,1,0,0);
glRotate(j/8,0,1,0);
glLineWidth(1);
glmaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE ,@MateriauAmbiantR);
glutwirecube(2);
glLineWidth(1);
glmaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE ,@MateriauAmbiantW);
glutwiresphere(1.01,division,division);
glFlush();
i := i+xspeed;
j := j+yspeed;
end;
{------------------------------------------------------------------}
{ Initialise OpenGL }
{------------------------------------------------------------------}
procedure glInit();
begin
glClearDepth(1.0);
// glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glutinit(MS_LIB);
glShadeModel(GL_SMOOTH);
glLightfv( GL_LIGHT0, GL_POSITION, @LightPosition );
glLightfv( GL_LIGHT0, GL_AMBIENT, @LightAmbiant );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable( GL_DEPTH_TEST );
vitesse_CPU := 0.01*(200/get_cpu_speed);
end;
{------------------------------------------------------------------}
{ Handle window resize }
{------------------------------------------------------------------}
procedure glResizeWnd(Width, Height : Integer);
begin
if (Height = 0) then // prevent divide by zero exception
Height := 1;
glViewport(0, 0, Width, Height); // Set the viewport for the OpenGL window
glMatrixMode(GL_PROJECTION); // Change Matrix Mode to Projection
glLoadIdentity(); // Reset View
gluPerspective(45.0, Width/Height, 1.0, 100.0); // Do the perspective calculations. Last value = max clipping depth
glMatrixMode(GL_MODELVIEW); // Return to the modelview matrix
glLoadIdentity(); // Reset View
end;
{------------------------------------------------------------------}
{ Processes all the mouse move }
{------------------------------------------------------------------}
procedure ProcessMouseMove();
begin
if MouseMove then
begin
// Add Code here to execute on mouse move
MouseMove := False;
end;
end;
{------------------------------------------------------------------}
{ Processes all the mouse clicks }
{------------------------------------------------------------------}
procedure ProcessMouseClick;
begin
case MouseButton of
1: // Left Mouse Button
begin
// Add code to execute on mouse click
MouseButton := 0; // Cancel our mouse click (To use this procedure as a mouse down event remove this line)
end;
2: // Right Mouse Button
begin
// Add code to execute on mouse click
MouseButton := 0; // Cancel our mouse click (To use this procedure as a mouse down event remove this line)
end;
3: // Middle Mouse Button
begin
// Add code to execute on mouse click
MouseButton := 0; // Cancel our mouse click (To use this procedure as a mouse down event remove this line)
end;
end;
end;
{------------------------------------------------------------------}
{ Processes all the keystrokes }
{------------------------------------------------------------------}
procedure ProcessKeys;
begin
if (keys[VK_UP]) then xspeed := xspeed - vitesse_CPU;//0.001; // Augmente la vitesse de rotation en X
if (keys[VK_DOWN]) then xspeed := xspeed + vitesse_CPU;//0.001; // Diminue la vitesse de rotation en X
if (keys[VK_RIGHT]) then yspeed := yspeed + vitesse_CPU;//0.001; // Augmente la vitesse de rotation en y
if (keys[VK_LEFT]) then yspeed := yspeed - vitesse_CPU;//0.001; // Diminue la vitesse de rotation en Y
if (keys[VK_NUMPAD5]) then
begin
xspeed := 0;
yspeed := 0;
transx := 0;
transy := 0;
transz := 0;
end;
if (keys[VK_ADD]) then boucle := boucle + vitesse_CPU*8;//0.01; // Augmente le nbre de subdivision de la sphere
if (keys[VK_SUBTRACT]) then boucle := boucle -vitesse_CPU*8;//0.01; // diminue le nbre de subdivision de la sphere
division := round (boucle);
if (keys[VK_NUMPAD2]) then transy := transy - vitesse_CPU;//0.002;
if (keys[VK_NUMPAD8]) then transy := transy + vitesse_CPU;//0.002;
if (keys[VK_NUMPAD4]) then transx := transx + vitesse_CPU;//0.002;
if (keys[VK_NUMPAD6]) then transx := transx - vitesse_CPU;//0.002;
if (keys[VK_MULTIPLY]) then transz := transz + vitesse_CPU*16;//0.05;
if (keys[VK_DIVIDE]) then transz := transz - vitesse_CPU*16;//0.05;
end;
{------------------------------------------------------------------}
{ Determines the applications response to the messages received }
{------------------------------------------------------------------}
function WndProc(hWnd: HWND; Msg: UINT; wParam: WPARAM; lParam: LPARAM): LRESULT; stdcall;
begin
case (Msg) of
WM_CREATE:
begin
// Insert stuff you want executed when the program starts
end;
WM_CLOSE:
begin
PostQuitMessage(0);
Result := 0
end;
WM_KEYDOWN: // Set the pressed key (wparam) to equal true so we can check if its pressed
begin
keys[wParam] := True;
Result := 0;
end;
WM_KEYUP: // Set the released key (wparam) to equal false so we can check if its pressed
begin
keys[wParam] := False;
Result := 0;
end;
WM_MOUSEMOVE:
begin
MouseMove := True;
MoveXcoord := LOWORD(lParam);
MoveYcoord := HIWORD(lParam);
Result := 0;
end;
WM_LBUTTONDOWN:
begin
ReleaseCapture(); // need them here, because if mouse moves off
SetCapture(h_Wnd); // window and returns, it needs to reset status
MouseButton := 1;
Xcoord := LOWORD(lParam);
Ycoord := HIWORD(lParam);
Result := 0;
end;
WM_RBUTTONDOWN:
begin
ReleaseCapture(); // need them here, because if mouse moves off
SetCapture(h_Wnd); // window and returns, it needs to reset status
MouseButton := 2;
Xcoord := LOWORD(lParam);
Ycoord := HIWORD(lParam);
Result := 0;
end;
WM_MBUTTONDOWN:
begin
ReleaseCapture(); // need them here, because if mouse moves off
SetCapture(h_Wnd); // window and returns, it needs to reset status
MouseButton := 3;
Xcoord := LOWORD(lParam);
Ycoord := HIWORD(lParam);
Result := 0;
end;
WM_LBUTTONUP,WM_RBUTTONUP,WM_MBUTTONUP:
begin
ReleaseCapture(); // above
MouseButton := 0;
XCoord := 0;
YCoord := 0;
Result := 0;
end;
WM_SIZE: // Resize the window with the new width and height
begin
if OpenGLInitialized then
glResizeWnd(LOWORD(lParam),HIWORD(lParam));
Result := 0;
end;
WM_TIMER : // Add code here for all timers to be used.
begin
if wParam = FPS_TIMER then
begin
FPSCount :=Round(FPSCount * 1000/FPS_INTERVAL); // calculate to get per Second incase intercal is less or greater than 1 second
SetWindowText(h_Wnd, PChar(WND_TITLE + ' [' + intToStr(FPSCount) + ' FPS]'));
FPSCount := 0;
Result := 0;
end;
end;
else
begin
Result := DefWindowProc(hWnd, Msg, wParam, lParam); // Default result if nothing happens
end;
end;
end;
{---------------------------------------------------------------------}
{ Properly destroys the window created at startup (no memory leaks) }
{---------------------------------------------------------------------}
procedure glKillWnd(Fullscreen : Boolean);
begin
if Fullscreen then // Change back to non fullscreen
begin
ChangeDisplaySettings(devmode(nil^), 0);
ShowCursor(True);
end;
// Makes current rendering context not current, and releases the device
// context that is used by the rendering context.
if (not wglMakeCurrent(h_DC, 0)) then
MessageBox(0, 'Release of DC and RC failed!', 'Error', MB_OK or MB_ICONERROR);
// Attempts to delete the rendering context
if (not wglDeleteContext(h_RC)) then
begin
MessageBox(0, 'Release of rendering context failed!', 'Error', MB_OK or MB_ICONERROR);
h_RC := 0;
end;
// Attemps to release the device context
if ((h_DC > 0) and (ReleaseDC(h_Wnd, h_DC) = 0)) then
begin
MessageBox(0, 'Release of device context failed!', 'Error', MB_OK or MB_ICONERROR);
h_DC := 0;
end;
// Attempts to destroy the window
if ((h_Wnd <> 0) and (not DestroyWindow(h_Wnd))) then
begin
MessageBox(0, 'Unable to destroy window!', 'Error', MB_OK or MB_ICONERROR);
h_Wnd := 0;
end;
// Attempts to unregister the window class
if (not UnRegisterClass('OpenGL', hInstance)) then
begin
MessageBox(0, 'Unable to unregister window class!', 'Error', MB_OK or MB_ICONERROR);
hInstance := 0;
end;
end;
{--------------------------------------------------------------------}
{ Creates the window and attaches a OpenGL rendering context to it }
{--------------------------------------------------------------------}
function glCreateWnd(Width, Height : Integer; Fullscreen : Boolean; PixelDepth : Integer) : Boolean;
var
wndClass : TWndClass; // Window class
dwStyle : DWORD; // Window styles
dwExStyle : DWORD; // Extended window styles
dmScreenSettings : DEVMODE; // Screen settings (fullscreen, etc...)
PixelFormat : GLuint; // Settings for the OpenGL rendering
h_Instance : HINST; // Current instance
pfd : TPIXELFORMATDESCRIPTOR; // Settings for the OpenGL window
begin
InitOpenGL; // New call to initialize and bind the OpenGL dll
h_Instance := GetModuleHandle(nil); //Grab An Instance For Our Window
ZeroMemory(@wndClass, SizeOf(wndClass)); // Clear the window class structure
with wndClass do // Set up the window class
begin
style := CS_HREDRAW or // Redraws entire window if length changes
CS_VREDRAW or // Redraws entire window if height changes
CS_OWNDC; // Unique device context for the window
lpfnWndProc := @WndProc; // Set the window procedure to our func WndProc
hInstance := h_Instance;
hCursor := LoadCursor(0, IDC_ARROW);
lpszClassName := 'OpenGL';
end;
if (RegisterClass(wndClass) = 0) then // Attemp to register the window class
begin
MessageBox(0, 'Failed to register the window class!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit
end;
// Change to fullscreen if so desired
if Fullscreen then
begin
ZeroMemory(@dmScreenSettings, SizeOf(dmScreenSettings));
with dmScreenSettings do begin // Set parameters for the screen setting
dmSize := SizeOf(dmScreenSettings);
dmPelsWidth := Width; // Window width
dmPelsHeight := Height; // Window height
dmBitsPerPel := PixelDepth; // Window color depth
dmFields := DM_PELSWIDTH or DM_PELSHEIGHT or DM_BITSPERPEL;
end;
// Try to change screen mode to fullscreen
if (ChangeDisplaySettings(dmScreenSettings, CDS_FULLSCREEN) = DISP_CHANGE_FAILED) then
begin
MessageBox(0, 'Unable to switch to fullscreen!', 'Error', MB_OK or MB_ICONERROR);
Fullscreen := False;
end;
end;
// If we are still in fullscreen then
if (Fullscreen) then
begin
dwStyle := WS_POPUP or // Creates a popup window
WS_CLIPCHILDREN // Doesn't draw within child windows
or WS_CLIPSIBLINGS; // Doesn't draw within sibling windows
dwExStyle := WS_EX_APPWINDOW; // Top level window
ShowCursor(False); // Turn of the cursor (gets in the way)
end
else
begin
dwStyle := WS_OVERLAPPEDWINDOW or // Creates an overlapping window
WS_CLIPCHILDREN or // Doesn't draw within child windows
WS_CLIPSIBLINGS; // Doesn't draw within sibling windows
dwExStyle := WS_EX_APPWINDOW or // Top level window
WS_EX_WINDOWEDGE; // Border with a raised edge
end;
// Attempt to create the actual window
h_Wnd := CreateWindowEx(dwExStyle, // Extended window styles
'OpenGL', // Class name
WND_TITLE, // Window title (caption)
dwStyle, // Window styles
0, 0, // Window position
Width, Height, // Size of window
0, // No parent window
0, // No menu
h_Instance, // Instance
nil); // Pass nothing to WM_CREATE
if h_Wnd = 0 then
begin
glKillWnd(Fullscreen); // Undo all the settings we've changed
MessageBox(0, 'Unable to create window!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Try to get a device context
h_DC := GetDC(h_Wnd);
if (h_DC = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to get a device context!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Settings for the OpenGL window
with pfd do
begin
nSize := SizeOf(TPIXELFORMATDESCRIPTOR); // Size Of This Pixel Format Descriptor
nVersion := 1; // The version of this data structure
dwFlags := PFD_DRAW_TO_WINDOW // Buffer supports drawing to window
or PFD_SUPPORT_OPENGL // Buffer supports OpenGL drawing
or PFD_DOUBLEBUFFER; // Supports double buffering
iPixelType := PFD_TYPE_RGBA; // RGBA color format
cColorBits := PixelDepth; // OpenGL color depth
cRedBits := 0; // Number of red bitplanes
cRedShift := 0; // Shift count for red bitplanes
cGreenBits := 0; // Number of green bitplanes
cGreenShift := 0; // Shift count for green bitplanes
cBlueBits := 0; // Number of blue bitplanes
cBlueShift := 0; // Shift count for blue bitplanes
cAlphaBits := 0; // Not supported
cAlphaShift := 0; // Not supported
cAccumBits := 0; // No accumulation buffer
cAccumRedBits := 0; // Number of red bits in a-buffer
cAccumGreenBits := 0; // Number of green bits in a-buffer
cAccumBlueBits := 0; // Number of blue bits in a-buffer
cAccumAlphaBits := 0; // Number of alpha bits in a-buffer
cDepthBits := 16; // Specifies the depth of the depth buffer
cStencilBits := 0; // Turn off stencil buffer
cAuxBuffers := 0; // Not supported
iLayerType := PFD_MAIN_PLANE; // Ignored
bReserved := 0; // Number of overlay and underlay planes
dwLayerMask := 0; // Ignored
dwVisibleMask := 0; // Transparent color of underlay plane
dwDamageMask := 0; // Ignored
end;
// Attempts to find the pixel format supported by a device context that is the best match to a given pixel format specification.
PixelFormat := ChoosePixelFormat(h_DC, @pfd);
if (PixelFormat = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to find a suitable pixel format', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Sets the specified device context's pixel format to the format specified by the PixelFormat.
if (not SetPixelFormat(h_DC, PixelFormat, @pfd)) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to set the pixel format', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Create a OpenGL rendering context
h_RC := wglCreateContext(h_DC);
if (h_RC = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to create an OpenGL rendering context', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Makes the specified OpenGL rendering context the calling thread's current rendering context
if (not wglMakeCurrent(h_DC, h_RC)) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to activate OpenGL rendering context', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;
// Read And Assign Extentions
ReadExtensions;
ReadImplementationProperties;
OpenGLInitialized := True;
// Initializes the timer used to calculate the FPS
SetTimer(h_Wnd, FPS_TIMER, FPS_INTERVAL, nil);
// Settings to ensure that the window is the topmost window
ShowWindow(h_Wnd, SW_SHOW);
SetForegroundWindow(h_Wnd);
SetFocus(h_Wnd);
// Ensure the OpenGL window is resized properly
glResizeWnd(Width, Height);
glInit();
Result := True;
end;
{--------------------------------------------------------------------}
{ Main message loop for the application }
{--------------------------------------------------------------------}
function WinMain(hInstance : HINST; hPrevInstance : HINST;
lpCmdLine : PChar; nCmdShow : Integer) : Integer; stdcall;
var
msg : TMsg;
finished : Boolean;
DemoStart, LastTime : DWord;
begin
finished := False;
// Perform application initialization:
if not glCreateWnd(800, 600, TRUE, 32) then
begin
Result := 0;
Exit;
end;
DemoStart := GetTickCount(); // Get Time when demo started
// Main message loop:
while not finished do
begin
if (PeekMessage(msg, 0, 0, 0, PM_REMOVE)) then // Check if there is a message for this window
begin
if (msg.message = WM_QUIT) then // If WM_QUIT message received then we are done
finished := True
else
begin // Else translate and dispatch the message to this window
TranslateMessage(msg);
DispatchMessage(msg);
end;
end
else
begin
Inc(FPSCount); // Increment FPS Counter
LastTime :=ElapsedTime;
ElapsedTime :=GetTickCount() - DemoStart; // Calculate Elapsed Time
ElapsedTime :=(LastTime + ElapsedTime) DIV 2; // Average it out for smoother movement
glDraw(); // Draw the scene
SwapBuffers(h_DC); // Display the scene
if (keys[VK_ESCAPE]) then // If user pressed ESC then set finised TRUE
finished := True
else
begin
ProcessKeys; // Check for any other key Pressed
ProcessMouseMove; // Check for mouse move
ProcessMouseClick; // Check for Mouse Click
end;
end;
end;
glKillWnd(FALSE);
Result := msg.wParam;
end;
begin
WinMain( hInstance, hPrevInst, CmdLine, CmdShow );
end. |
Partager