1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715
|
#include <windows.h> // Header File For Windows
#include <iostream>
#include <fstream>
#include <stdarg.h> // Header File For Variable Argument Routines
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h>
// Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
using namespace std;
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
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=false; // Fullscreen Flag Set To Fullscreen Mode By Default
bool bKeyUp, bKeyDown; // Determines if a key is pressed
#define RX 200 // Room dimensions
#define RY 150
GLuint base; // Base Display List For The Font
GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If Theres 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
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}
GLvoid BuildFont() // Build Our Bitmap Font
{
HFONT font; // Windows Font ID
HFONT oldfont; // Used For Good House Keeping
base = glGenLists(96); // Storage For 96 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
"Arial"); // Font Name
oldfont = (HFONT)SelectObject(hDC, font); // Selects The Font We Want
wglUseFontBitmaps(hDC, 32, 96, base); // Builds 96 Characters Starting At Character 32
SelectObject(hDC, oldfont); // Selects The Font We Want
DeleteObject(font); // Delete The Font
}
GLvoid KillFont(GLvoid) // Delete The Font From Memory
{
glDeleteLists(base,256); // Delete All 256 Display Lists
}
class Vector4 { // Vector class
public:
Vector4::Vector4()
{
return;
};
Vector4::Vector4(float tx, float ty, float tz, float tw)
{
v1 = tx;
v2 = ty;
v3 = tz;
v4 = tw;
return;
};
float Vector4::getV1() { return (v1); };
float Vector4::getV2() { return (v2); };
float Vector4::getV3() { return (v3); };
float Vector4::getV4() { return (v4); };
void Vector4::setV1(float t) { v1 = t; };
void Vector4::setV2(float t) { v2 = t; };
void Vector4::setV3(float t) { v3 = t; };
void Vector4::setV4(float t) { v4 = t; };
private:
float v1,v2,v3,v4;
};
class Source { // Source class
public:
Source::Source(int tx, int ty, float tamp, float tfreq) // Creates a source
{
x = tx;
y = ty;
amp = tamp;
freq = tfreq;
return;
};
void Source::setAmp(float t) { amp = t; }; // Set/get the different values of a source
void Source::setFreq(float t) { freq = t; };
void Source::setX(int t) { x = t; };
void Source::setY(int t) { y = t; };
int Source::getX() { return (x); };
int Source::getY() { return (y); };
float Source::getFreq() { return (freq); };
float Source::getAmp() { return (amp); };
private:
int x, y;
float amp, freq;
};
class Node { // Node Class
public:
Node::Node() // Creates a node with standard wall coefficient
{
in.setV1(0.0f);
in.setV2(0.0f);
in.setV3(0.0f);
in.setV4(0.0f);
out.setV1(0.0f);
out.setV2(0.0f);
out.setV3(0.0f);
out.setV4(0.0f);
setR(0.3f);
setG(0.3f);
setB(0.3f);
return;
};
Node::Node(float w) // Creates a node
{
wall = w;
in.setV1(0.0f);
in.setV2(0.0f);
in.setV3(0.0f);
in.setV4(0.0f);
out.setV1(0.0f);
out.setV2(0.0f);
out.setV3(0.0f);
out.setV4(0.0f);
setR(0.7f);
setG(0.7f);
setB(0.7f);
return;
};
float Node::getR() { return (r); }; // Read and set the color coefficients
float Node::getG() { return (g); };
float Node::getB() { return (b); };
void Node::setR(float t) { r = t; };
void Node::setG(float t) { g = t; };
void Node::setB(float t) { b = t; };
Vector4 Node::getIn() {return (in); }; // Read the energy vectors
Vector4 Node::getOut() {return (out); };
void Node::setW(float t) { wall = t; }; // Set and receiv the wall coefficient
float Node::getW() { return (wall); };
void Node::setIn(Vector4 t) { // Set the enrgy vectors
in.setV1(t.getV1());
in.setV2(t.getV2());
in.setV3(t.getV3());
in.setV4(t.getV4());
}
void Node::setOut(Vector4 t) {
out.setV1(t.getV1());
out.setV2(t.getV2());
out.setV3(t.getV3());
out.setV4(t.getV4());
}
float Node::sumIn() { return (in.getV1() + in.getV2() + in.getV3() + in.getV4()); };
// Sumarizes the total engry presint in a node
void Node::scatter() { // Scatters the energy from a node to another
if(this->getW()>0) {
this->out.setV1(this->in.getV1() * this->getW());
this->out.setV2(this->in.getV2() * this->getW());
this->out.setV3(this->in.getV3() * this->getW());
this->out.setV4(this->in.getV4() * this->getW());
}
else
{
this->out.setV1(0.5f*(-this->in.getV1() + this->in.getV2() + this->in.getV3() + this->in.getV4()));
this->out.setV2(0.5f*(this->in.getV1() - this->in.getV2() + this->in.getV3() + this->in.getV4()));
this->out.setV3(0.5f*(this->in.getV1() + this->in.getV2() - this->in.getV3() + this->in.getV4()));
this->out.setV4(0.5f*(this->in.getV1() + this->in.getV2() + this->in.getV3() - this->in.getV4()));
}
this->in.setV1(0.0f);
this->in.setV2(0.0f);
this->in.setV3(0.0f);
this->in.setV4(0.0f);
};
private:
Vector4 in, out; // Vectors for the energy
float r, g, b; // The colour of a node
float wall; // Wall Coefficient. If 0 the node is not a wall, if 1 the node is a perfectly reflecting wall
};
class Room { // Room class
public:
Room::Room(float tc, float tw, float tb) { // Creates a room with a grid of nodes
c = tc;
time = 0;
tb=tb/2;
for(int i=0; i<RX; i++)
{
for(int j=0; j<RY; j++)
{
if(i<1 || i>RX-2 || j<1 || j>RY-2 ) // Creates the nodes and set the edge nodes as walls
grid[i][j] = Node(tw);
else
grid[i][j] = Node(0.0f);
if(i==130 && (j<(75-tb) || j>(75+tb))) // Adds the wall between the rooms
grid[i][j].setW(tw);
}
}
return;
};
void Room::setC(float t) { c = t; }; // Set/get the values of a room
float Room::getTime() { return (time); };
void Room::setTime(float t) { time = t; };
float Room::getFps() { return (fps); };
void Room::drawRoom() { // Draws the room and sets the colours
for(int x=0; x < RX; x++)
{
for(int y=0; y < RY; y++)
{
if(grid[x][y].getW()>0)
glColor3f(0.0f, 0.0f, 0.0f); // Wall colour
else
glColor3f(grid[x][y].getR(),grid[x][y].getG(),grid[x][y].getB()); // Regular node color
glBegin(GL_QUADS);
glVertex2i(2*x, 2*y); // Left And Up 1 Unit (Top Left)
glVertex2i(2*(x+1), 2*y); // Right And Up 1 Unit (Top Right)
glVertex2i(2*(x+1),2*(y+1)); // Right And Down One Unit (Bottom Right)
glVertex2i(2*x,2*(y+1)); // Left And Down One Unit (Bottom Left)
glEnd();
}
}
};
void Room::collect() { // Collects the incomming energy
for(int i=0; i<RX; i++)
{
for(int j=0; j<RY; j++)
{
if(grid[i][j].getOut().getV1() > 0)
grid[i][j-1].setIn(Vector4(grid[i][j-1].getIn().getV1(), grid[i][j-1].getIn().getV2(),
grid[i][j].getOut().getV1(), grid[i][j-1].getIn().getV4()));
if(grid[i][j].getOut().getV2() > 0)
grid[i-1][j].setIn(Vector4(grid[i-1][j].getIn().getV1(), grid[i-1][j].getIn().getV2(), grid[i-
1][j].getIn().getV3(), grid[i][j].getOut().getV2()));
if(grid[i][j].getOut().getV3() > 0)
grid[i][j+1].setIn(Vector4(grid[i][j].getOut().getV3(), grid[i][j+1].getIn().getV2(),
grid[i][j+1].getIn().getV3(), grid[i][j+1].getIn().getV4()));
if(grid[i][j].getOut().getV4() > 0)
grid[i+1][j].setIn(Vector4(grid[i+1][j].getIn().getV1(), grid[i][j].getOut().getV4(),
grid[i+1][j].getIn().getV3(), grid[i+1][j].getIn().getV4()));
grid[i][j].setOut(Vector4(0.0f, 0.0f, 0.0f, 0.0f));
}
}
};
void Room::scatterNodes() { // Loops through the nodes and calls scatter() in the node class
for(int i=0; i<RX; i++)
{
for(int j=0; j<RY; j++)
{
grid[i][j].scatter();
}
}
};
void Room::setColors() { // Determines the correct color depending on the total energy in a node
for(int i=0; i<RX; i++)
{
for(int j=0; j<RY; j++)
{
float sum = grid[i][j].sumIn();
grid[i][j].setR(0.3f + sum);
grid[i][j].setG(0.3f + sum);
grid[i][j].setB(0.3f + sum);
}
}
};
void Room::addSource(Source t, float time) // Adds the energy from a source to the receiving node
{
grid[t.getX()][t.getY()].setIn(Vector4(grid[t.getX()][t.getY()].getIn().getV1() + (t.getAmp()*sinf(t.getFreq()*time))/4,
grid[t.getX()][t.getY()].getIn().getV2() + (t.getAmp()*sinf(t.getFreq()*time))/4, grid[t.getX()][t.getY()].getIn().getV3() +
(t.getAmp()*sinf(t.getFreq()*time))/4, grid[t.getX()][t.getY()].getIn().getV4() + (t.getAmp()*sinf(t.getFreq()*time))/4 ));
};
void Room::setWallUp() // Increases the wall coefficient
{
for(int i=0; i<RX; i++)
{
for(int j=0; j<RY; j++)
{
if(grid[i][j].getW()>0 && grid[i][j].getW()<1)
grid[i][j].setW(grid[i][j].getW()+0.1f);
}
}
};
void Room::setWallDown() // Decreases the wall coefficient
{
for(int i=0; i<RX; i++)
{
for(int j=0; j<RY; j++)
{
if(grid[i][j].getW()>0.1f)
grid[i][j].setW(grid[i][j].getW()-0.1f);
}
}
};
void Room::microphone(int x, int y, Source t) // Write the results of the microphone to a textfile
{
ofstream debug("microphone.txt", ios::app);
//debug << getTime() << ":" << grid[x][y].sumIn() << "\n";
debug << getTime() << ":" << t.getAmp()*sinf(t.getFreq()*time)/4 << "\n";
debug.close();
};
void Room::calculateFrameRate() // Calculates the frame rate
{
static float framesPerSecond = 0.0f; // This will store our fps
static float lastTime = 0.0f; // This will hold the time from the last frame
float currentTime = GetTickCount() * 0.001f;
++framesPerSecond;
if( currentTime - lastTime > 1.0f )
{
lastTime = currentTime;
fps = framesPerSecond;
framesPerSecond = 0;
}
};
void Room::drawInfo(Source s) { // Draws the info on the screen
glColor3f(1.0f, 1.0f, 1.0f);
glTranslatef(0.0f,0.0f,-1.0f);
glRasterPos2f(420.0f, 290.0f);
glPrint("FPS %7.2f", fps); // Print GL Text To The Screen
glRasterPos2f(420.0f, 270.0f);
glPrint("Time %7.2f", time);
glRasterPos2f(420.0f, 250.0f);
glPrint("Walls %7.2f", grid[0][0].getW()); // Print GL Text To The Screen
glRasterPos2f(420.0f, 230.0f);
glPrint("w %7.2f", s.getFreq()); // Print GL Text To The Screen
glRasterPos2f(420.0f, 210.0f);
glPrint("Amp %7.2f", s.getAmp()); // Print GL Text To The Screen
};
private:
float c, fps; // Speed of sound
float time; // The total running time
Node grid[RX][RY]; // Grid of nodes
};
Room r(340.0f, 1.0f, 20.0f); // Creates a room
Source s(40, 75, 8, 5); // Adds a Source
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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
gluOrtho2D(0.0,(GLdouble) 540,0.0,(GLdouble) 320);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.5f, 0.5f, 0.5f, 0.5f); // Black Background
BuildFont();
return TRUE;
}
int DrawGLScene(GLvoid) // Heres Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Resets the view matrix
glTranslatef(10.0f, 10.0f, 0.0f); // Moves the view
r.setTime(r.getTime() + 0.1f); // Increases the time
r.addSource(s, r.getTime()); // Adds the source
r.scatterNodes(); // Scatters the pressure
r.collect(); // Collects the pressure
r.setColors(); // Set the color
//r.microphone(49, 50, s); // Add a microphone at a node
r.drawRoom(); // Draw the room
r.calculateFrameRate(); // Calculate the frame rate
r.drawInfo(s); // Draw the info on the screen
return TRUE; // Keep Going
}
//STANDARD WINDOW CODE, not implemented in this project.
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 Dont 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 Memorys 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,"Cant 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,"Cant 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,"Cant 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,"Cant 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,"Cant 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("Room Acoustics",540,320,16,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) // Program Active?
{
if (keys[VK_ESCAPE]) // Was ESC Pressed?
{
done=TRUE; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
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 ( Modified )
if (!CreateGLWindow("Room Acoustics",420,320,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
if (keys[VK_UP] && !bKeyUp)
{
r.setWallUp();
}
if (!keys[VK_UP]) bKeyUp=false;
if (keys[VK_DOWN] && !bKeyDown)
{
r.setWallDown();
}
if (!keys[VK_DOWN]) bKeyDown=false;
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
} |
Partager