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OpenGLSceneGen.cpp
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OpenGLSceneGen.cpp
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// --------------------------------------------------------------------------------------------------------------------------------
// DEMISERL
// Copyright 2014 Corremn
//
// $LastChangedBy$
// $LastChangedDate$
// $LastChangedRevision$
// $HeadURL: $
// --------------------------------------------------------------------------------------------------------------------------------
#include <windows.h> // Header File For Windows
#include "OpenGLSceneGen.h"
#include "WorldBuilder.h"
//fonts
#include <math.h> // Header File For Windows Math Library ( not used )
#include <stdio.h> // Header File For Standard Input/Output
#include <stdarg.h> // Header File For Variable Argument Routines
//#define SHOW_ALL
#define _UNICODE
#define UNICODE
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
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
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
OpenGLSceneGen::OpenGLSceneGen()
{
drawMap = true;
showAll = false;
addShadows = false;
shadowStrength = 1.0f;
width_scr = 80; //assumes 640x480
height_scr = 39;
height_scr_offset = 465; //465
}
int OpenGLSceneGen::InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
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
our_font.init("text.fnt", 10); //Build the freetype font
map_font.init("map.fnt", 12); //Build the freetype font
return true; // Initialization Went OK
}
GLvoid OpenGLSceneGen::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
}
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
glViewport(0, 0, width, height); // Reset The Current Viewport
// 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
///////////DISPLAY////////////
width_scr = (int)(width / 9.2f); //rough estimates
height_scr = (int)(height / 16.0f);
height_scr_offset = height - 15;
}
GLvoid OpenGLSceneGen::BuildFont(GLint fnt) // Build Our Bitmap Font
{
char font_name[32];
int size;
if (fnt == 0)
{
size = 18;
strcpy(font_name, "Courier New");
// wcscpy(font_name,"Tahoma");
//strcpy(font_name,"Lucida Console");
}
else
{
size = 16;
strcpy(font_name, "Tahoma");
}
base = glGenLists(96); // Storage For 96 Characters ( NEW )
font = CreateFont(size, // Height Of Font ( NEW )
0, // Width Of Font
0, // Angle Of Escapement
0, // Orientation Angle
FW_NORMAL, // 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
font_name); // 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 OpenGLSceneGen::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 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
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits ( NEW )
glListBase(base - 32); // Sets The Base Character to 32 ( NEW )
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text ( NEW )
glPopAttrib(); // Pops The Display List Bits ( NEW )
}
GLvoid OpenGLSceneGen::glwPrint(const wchar_t *fmt, ...) // Custom GL "Print" Routine
{
wchar_t 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
vswprintf(text, 256, 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 ( NEW )
glListBase(base - 32); // Sets The Base Character to 32 ( NEW )
glCallLists(wcslen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text ( NEW )
glPopAttrib(); // Pops The Display List Bits ( NEW )
}
int OpenGLSceneGen::DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
//DrawBackgroundArea();
if (drawMap)
{
//if(World.State()!=sMap)
DrawMap();
//else
// DrawBigMap();
}
else
DrawTextDisplay();
DrawTextLines();
return 1;
}
//using TT font
void OpenGLSceneGen::DrawTextDisplay()
{
// Red text
glColor3ub(0xff, 0, 0);
glPushMatrix();
glLoadIdentity();
//skip space 0
freetype::print(our_font, 5, height_scr_offset - (1 * 14.0f), World.getTextManager().GetDisplayLine(0)->c_str());
freetype::print(our_font, 5, height_scr_offset - (2 * 14.0f), World.getTextManager().GetDisplayLine(1)->c_str());
glColor3ub(0xff, 0xff, 64);
for (int i = 2; i < 39; i++)
{
freetype::print(our_font, 5.0f, height_scr_offset - ((i + 1)*14.0f), World.getTextManager().GetDisplayLine(i)->c_str());
}
glColor3ub(0xff, 0, 0);
freetype::print(our_font, 5.0f, 56.0f, World.getTextManager().GetDisplayLine(39)->c_str());
glPopMatrix();
}
void OpenGLSceneGen::DrawBackgroundArea()
{
glLoadIdentity();
glTranslatef(0.0f, 0.0f, 0.0f);
glBegin(GL_QUADS); // Draw A Quad
glColor3f(.9f, .9f, .9f);
int x = width_scr;
glVertex3f(-0.55f, -0.35f, -1.0f); // Top Left
glVertex3f(0.55f, -0.35f, -1.0f); // Top Right
glVertex3f(0.55f, -0.41f, -1.0f); // Bottom Right
glVertex3f(-0.55f, -0.41f, -1.0f); // Bottom Left
glEnd();
}
void OpenGLSceneGen::CreateOffset(Coord pos)
{
offset.x = pos.x;
offset.y = pos.y;
}
int OpenGLSceneGen::calcX(int x)
{
const int fontW = 9;
return (x * fontW + x);
}
int OpenGLSceneGen::calcY(int y)
{
const int fontH = 14;
return (height_scr_offset - y * fontH);
}
void OpenGLSceneGen::DrawMap()
{
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -1); //restore
float maxX = 0.49f;
float maxY = 0.34f;
float sizeX = .014f;
float sizeY = .022f;
int temp = 0;
int h_MOD = 0;
int W_MOD = 0;
width_scr = 80; //no scrolling
height_scr = 39;
/*int h_MOD=offset.y-height_scr/2; //Y-offset to centre character
if(h_MOD < 0) h_MOD=0 ;
else if(h_MOD > DUNGEON_SIZE_H-height_scr) h_MOD = DUNGEON_SIZE_H-height_scr;
int W_MOD=offset.x-width_scr/2; //X-offset to centre character
if(W_MOD < 0) W_MOD=0;
else if(W_MOD > DUNGEON_SIZE_W-width_scr) W_MOD = DUNGEON_SIZE_W-width_scr;
h_MOD = (h_MOD/5 * 5); //make screen move in steps (this calc works because it is using integers)
W_MOD = (W_MOD/12 * 12);*/
if (dLevel->getMapLight() == DungeonLevel::eNoFound)
addShadows = false;
else
addShadows = true;
freetype::prePrintChar(map_font);
for (int h = 0; h < height_scr; h++)
{
for (int w = 0; w < width_scr; w++)
{
cell & currentCell = dLevel->getCell(w + W_MOD, h + h_MOD);
/*if (World.GetCurrentLevel() == 0) // show all level
;
else*/ if (!showAll && !currentCell.terrain.found) //don't show
continue;
//display extra symbol if lit
if ((currentCell.getSymbol() && currentCell.terrain.light) || (currentCell.getSymbol() && showAll))
{
Symbol* symbol = currentCell.getSymbol();
glColor3ub(symbol->mColour1, symbol->mColour2, symbol->mColour3);
freetype::printChar(map_font, calcX(w), calcY(h), symbol->mSymbol);
}
//display creature if lit
else if ((currentCell.GetMonster() && currentCell.terrain.light) || (currentCell.GetMonster() && showAll))
{
Monster* monster = currentCell.GetMonster();
glColor3ub(monster->color1, monster->color2, monster->color3);
freetype::printChar(map_font, calcX(w), calcY(h), monster->symbol);
if (World.getMonsterManager().FindMonsterData(monster)->GetState() == asleep && World.getMonsterManager().FindMonsterData(monster)->Name() != "rotting ghoul")
freetype::printChar(map_font, calcX(w), calcY(h), '-');
}
//display items
else if (currentCell.getItem() && (addShadows || currentCell.terrain.light))
{
Item * item = currentCell.getItem();
glColor3ub(item->color1, item->color2, item->color3);
// update colour on screen if better than item held
if (!item->hasBrand() && !item->hasResistance())
{
if(World.getMonsterManager().getMonsterItems().isBetter(*World.getMonsterManager().Player(), *item))
glColor3ub(0, 128, 255);
}
freetype::printChar(map_font, calcX(w), calcY(h), currentCell.getItem()->symbol);
}
else if (currentCell.terrain.light) //display terrain
{
glColor3ub((currentCell.terrain.color1), (currentCell.terrain.color2), (currentCell.terrain.color3));
//special water effect
if (currentCell.terrain.type == deepWater && currentCell.terrain.light) //make water flow
{
int flow = World.GetTurns();
if ((h + flow) % 3 == 0)
glColor3ub(0, 64, 128);
else if (((h + flow) + 1) % 3 == 0)
glColor3ub(0, 12, 128);
else
glColor3ub(0, 128, 255);
}
freetype::printChar(map_font, calcX(w), calcY(h), currentCell.terrain.symbol);
//freetype::printChar(map_font, 0 + (w*9.1f), (float)height_scr_offset - (h*14), '.');
}
else if (addShadows)//add night effect
{
glColor3ub((GLubyte)(currentCell.terrain.color1*shadowStrength),
(GLubyte)(currentCell.terrain.color2*shadowStrength),
(GLubyte)(currentCell.terrain.color3*shadowStrength));
freetype::printChar(map_font, calcX(w), calcY(h), currentCell.terrain.symbol);
//freetype::printChar(map_font, 0 + (w*9.1f), (float)height_scr_offset - (h*14.5f), currentCell.terrain.symbol);
}
//add extra characters
if (currentCell.show_target != 0) //show target
{
glColor3ub(0xff, 0xff, 0xff);
freetype::printChar(map_font, calcX(w), calcY(h), 0);
}
if (currentCell.show_path != none) //show target path (overlay)
{
if (currentCell.show_path == clear)
glColor3ub(0xff, 0xff, 0xff);
else if (currentCell.show_path == blocked)
glColor3ub(0xff, 0, 0);
freetype::printChar(map_font, calcX(w), calcY(h) , '*');
}
}
}
freetype::postPrintChar();
}
/*void OpenGLSceneGen::DrawBigMap()
{
glLoadIdentity();
glTranslatef(0.0f,0.0f,-1); //restore
float maxX = 0.49f;
float maxY = 0.34f;
float sizeX = .014f;
float sizeY = .022f;
int temp = 0;
int h_MOD=offset.y-height_scr/2;
if(h_MOD < 0) h_MOD=0 ;
else if(h_MOD > (DUNGEON_SIZE_H/MAP_SCALE)-height_scr) h_MOD = (DUNGEON_SIZE_H/MAP_SCALE)-height_scr;
int W_MOD=offset.x-width_scr/2;
if(W_MOD < 0) W_MOD=0;
else if(W_MOD > (DUNGEON_SIZE_W/MAP_SCALE)-width_scr) W_MOD = (DUNGEON_SIZE_W/MAP_SCALE)-width_scr;
for( int h=0;h<height_scr;h++)
{
for(int w=0;w<width_scr;w++)
{
if(h==offset.y-h_MOD && w==offset.x-W_MOD) //you are here
{
glColor3ub(200,200,40);
freetype::print(map_font,(float)(w*9.1f) , (float)height_scr_offset-(h*14.5f),"@" );
}
else //if(true) //display terrain
{
glColor3f(convert255(dLevel->bigmap[w+W_MOD][h+h_MOD).terrain.color1),
convert255(dLevel->bigmap[w+W_MOD][h+h_MOD).terrain.color2),
convert255(dLevel->bigmap[w+W_MOD][h+h_MOD).terrain.color3));
freetype::print(map_font,(float)0+(w*9.1f) , (float)height_scr_offset-(h*14.5f),"%c", dLevel->bigmap[w+W_MOD][h+h_MOD).terrain.symbol);
}
}
}*
}*/
void OpenGLSceneGen::DrawTextLines()
{
//Text 3 lines
glColor3ub(224, 224, 224);
int health = World.getMonsterManager().Player()->Stamina() * 100 / World.getMonsterManager().Player()->monster.MaxStamina();
if (health < 10)
glColor3ub(255, 50, 50);
else if (health < 30)
glColor3ub(255, 100, 100);
glPushMatrix();
glLoadIdentity(); //22,5
freetype::print(our_font, 5, 28, World.getTextManager().display_line1.c_str());
glColor3ub(224, 224, 224);
freetype::print(our_font, 5, 8, World.getTextManager().GetMessageLine(0)->c_str());
glPopMatrix();
}
float OpenGLSceneGen::convert255(int c1)
{
float c = (float)c1;
return c / 255.0f;
}
GLvoid OpenGLSceneGen::KillFont(GLvoid) // Delete The Font List
{
glDeleteLists(base, 96); // Delete All 96 Characters ( NEW )
}
GLvoid OpenGLSceneGen::KillGLWindow(GLvoid) // Properly Kill The Window
{
//KillFont();
our_font.clean();
map_font.clean();
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
}
}
/* 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 OpenGLSceneGen::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.", "OPEN GL", 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
}
void OpenGLSceneGen::SwapBuffers()
{
::SwapBuffers(hDC);
}
#undef _UNICODE
#undef UNICODE