niotso/Libraries/libvitaboy/Renderer.cpp

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/*
libvitaboy - Copyright (c) 2012 Fatbag <X-Fi6@phppoll.org>
Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
Instructions:
You must have the following files in the same directory as the Renderer binary:
Skeleton:
* skeleton.skel ("adult.skel" in ./avatardata/skeletons/)
Meshes:
* body.mesh (pick one from ./avatardata/bodies/meshes/)
* head.mesh (pick one from ./avatardata/heads/meshes/)
* lhand.mesh (pick one from ./avatardata/hands/meshes/)
* rhand.mesh (pick one from ./avatardata/hands/meshes/)
Textures:
* body.jpg (pick one from ./avatardata/bodies/textures/)
* head.jpg (pick one from ./avatardata/heads/textures/)
* hand.jpg (pick one from ./avatardata/hands/textures/)
Animation:
* animation.anim (pick one from avatardata/animations)
==== Controls ====
Arrow keys: Rotate the sim
i,j,k,l: Translate the sim around the screen
z,x: Rotate the sim like a clock
a,s: Zoom in, out
n: Animate the character
F11: Enter/leave fullscreen
*/
#include <windows.h> // Header File For Windows
#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\glext.h>
#include "SOIL.h"
#include "libvitaboy.hpp"
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] = {0}; // 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
float zoom = -10;
struct CharacterPlacement_t {
Vertex_t Translation;
Vertex_t Rotation;
};
CharacterPlacement_t Character = {{0,-3,0}, {0,0,0}};
Skeleton_t Skeleton;
unsigned TextureCount = 3;
GLuint texture[3];
enum { Texture_Body, Texture_Head, Texture_Hand };
const char* TexturePaths[] = {"body.jpg", "head.jpg", "hand.jpg"};
unsigned MeshCount = 4;
Mesh_t Meshes[4];
enum { Mesh_Body, Mesh_Head, Mesh_LHand, Mesh_RHand };
unsigned Mesh_UseTexture[] = { Texture_Body, Texture_Head, Texture_Hand, Texture_Hand };
const char* MeshActivate[] = {NULL, "HEAD", "L_HAND", "R_HAND"};
Animation_t Animation;
float AnimationTime = 0;
bool ShowMesh = true;
bool ShowSkeleton = true;
LARGE_INTEGER ClockFreq, PreviousTime;
float FramePeriod;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
for(int i=0; i<3; i++){
/* load an image file directly as a new OpenGL texture */
texture[i] = SOIL_load_OGL_texture(TexturePaths[i], SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, 0);
if(texture[i] == 0)
return false;
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[i]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
return true; // Return Success
}
void 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(void) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}
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
glEnable(GL_CULL_FACE);
glEnable(GL_RESCALE_NORMAL);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}
void TransformVertices(Bone_t& Bone){
glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
float Matrix[16];
FindQuaternionMatrix(Matrix, &Bone.Rotation);
glMultMatrixf(Matrix);
unsigned MeshIndex = 0;
unsigned BoneIndex;
for(unsigned i=1; i<MeshCount; i++){
if(!strcmp(Bone.Name, MeshActivate[i])){
MeshIndex = i;
break;
}
}
Mesh_t& Mesh = Meshes[MeshIndex];
for(BoneIndex=0; BoneIndex<Mesh.BindingCount; BoneIndex++){
if(!strcmp(Bone.Name, Mesh.BoneNames[Mesh.BoneBindings[BoneIndex].BoneIndex]))
break;
}
if(BoneIndex < Mesh.BindingCount){
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].FixedVertexCount; i++){
glTranslatef(Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x = Matrix[12];
Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y = Matrix[13];
Mesh.TransformedVertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z = Matrix[14];
glTranslatef(-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].x,
-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].y,
-Mesh.VertexData[Mesh.BoneBindings[BoneIndex].FirstFixedVertex + i].z);
}
for(unsigned i=0; i<Mesh.BoneBindings[BoneIndex].BlendedVertexCount; i++){
glTranslatef(Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
glGetFloatv(GL_MODELVIEW_MATRIX, Matrix);
Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[12];
Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[13];
Mesh.TransformedVertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x = Matrix[14];
glTranslatef(-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].x,
-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].y,
-Mesh.VertexData[Mesh.FixedVertexCount + Mesh.BoneBindings[BoneIndex].FirstBlendedVertex + i].z);
}
}
for(unsigned i=0; i<Bone.ChildrenCount; i++){
glPushMatrix();
TransformVertices(*Bone.Children[i]);
glPopMatrix();
}
}
void BlendVertices(){
for(unsigned i=0; i<MeshCount; i++){
Mesh_t& Mesh = Meshes[i];
for(unsigned i=0; i<Mesh.BlendedVertexCount; i++){
Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x =
Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].x +
(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].x;
Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y =
Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].y +
(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].y;
Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z =
Mesh.BlendData[i].Weight * Mesh.TransformedVertexData[Mesh.FixedVertexCount + i].z +
(1-Mesh.BlendData[i].Weight) * Mesh.TransformedVertexData[Mesh.BlendData[i].OtherVertex].z;
}
}
}
void DrawMeshes(){
glPointSize(2.0);
glColor3f(1.0, 1.0, 1.0);
glPushMatrix();
glLoadIdentity();
TransformVertices(Skeleton.Bones[0]);
glPopMatrix();
BlendVertices();
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for(unsigned i=0; i<MeshCount; i++){
glBindTexture(GL_TEXTURE_2D, texture[Mesh_UseTexture[i]]);
glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), Meshes[i].TransformedVertexData);
glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), Meshes[i].TransformedTextureData);
glDrawElements(GL_TRIANGLES, Meshes[i].FaceCount*3, GL_UNSIGNED_INT, Meshes[i].FaceData);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
}
void AdvanceFrame(Skeleton_t& Skeleton, Animation_t& Animation, float TimeDelta){
float Duration = (float)Animation.Motions[0].FrameCount/30;
AnimationTime += TimeDelta;
while(AnimationTime >= Duration) AnimationTime -= Duration;
if(AnimationTime<0) AnimationTime = 0;
for(unsigned i=0; i<Animation.MotionsCount; i++){
unsigned BoneIndex = FindBone(Skeleton, Animation.Motions[i].BoneName, Skeleton.BoneCount);
if(BoneIndex == (unsigned)-1) continue;
Bone_t& Bone = Skeleton.Bones[BoneIndex];
unsigned Frame = AnimationTime*30;
float FractionShown = AnimationTime*30 - Frame;
unsigned NextFrame = (Frame+1 != Animation.Motions[0].FrameCount) ? Frame+1 : 0;
if(Animation.Motions[i].HasTranslation){
Translation_t& Translation = Animation.Motions[i].Translations[Frame];
Translation_t& NextTranslation = Animation.Motions[i].Translations[NextFrame];
Bone.Translation.x = (1-FractionShown)*Translation.x + FractionShown*NextTranslation.x;
Bone.Translation.y = (1-FractionShown)*Translation.y + FractionShown*NextTranslation.y;
Bone.Translation.z = (1-FractionShown)*Translation.z + FractionShown*NextTranslation.z;
}
if(Animation.Motions[i].HasRotation){
Rotation_t& Rotation = Animation.Motions[i].Rotations[Frame];
Rotation_t& NextRotation = Animation.Motions[i].Rotations[NextFrame];
//Use Slerp to interpolate
float w1, w2 = 1;
float cosTheta = DotProduct(&Rotation, &NextRotation);
if(cosTheta < 0){
cosTheta *= -1;
w2 *= -1;
}
float theta = (float) acos(cosTheta);
float sinTheta = (float) sin(theta);
if(sinTheta > 0.001f){
w1 = (float) sin((1.0f-FractionShown)*theta)/sinTheta;
w2 *= (float) sin(FractionShown *theta)/sinTheta;
} else {
w1 = 1.0f - FractionShown;
w2 = FractionShown;
}
Bone.Rotation.x = w1*Rotation.x + w2*NextRotation.x;
Bone.Rotation.y = w1*Rotation.y + w2*NextRotation.y;
Bone.Rotation.z = w1*Rotation.z + w2*NextRotation.z;
Bone.Rotation.w = w1*Rotation.w + w2*NextRotation.w;
}
}
}
void DrawBonesSkeleton(Bone_t& Bone){
glPointSize(5.0);
glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
float RotationMatrix[16];
FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
glMultMatrixf(RotationMatrix);
if(!strcmp(Bone.Name, "ROOT"))
glColor3f(1.0, 0.0, 0.0);
else if(!strcmp(Bone.Name, "HEAD"))
glColor3f(1.0, 1.0, 0.0);
else
glColor3f(0.0, 1.0, 0.0);
glBegin(GL_POINTS); glVertex3f(0, 0, 0); glEnd();
for(unsigned i=0; i<Bone.ChildrenCount; i++){
glPushMatrix();
DrawBonesSkeleton(*Bone.Children[i]);
glPopMatrix();
}
}
int DrawGLScene(void) // Here's Where We Do All The Drawing
{
LARGE_INTEGER CurrentTime;
QueryPerformanceCounter(&CurrentTime);
float TimeDelta = (float)(CurrentTime.QuadPart-PreviousTime.QuadPart)/ClockFreq.QuadPart;
if(TimeDelta < 0) TimeDelta = 0; //Safe-guard in case of system delay
PreviousTime = CurrentTime;
if(keys['A']) /*{if(zoom <=-1.0f) zoom+=0.05f; }*/ zoom+=3*TimeDelta;
if(keys['S']) /*{if(zoom >=-10.0f) zoom-=0.05f; }*/ zoom-=3*TimeDelta;
if(keys[VK_UP]){ if((Character.Rotation.x-=60*TimeDelta) <=-360) Character.Rotation.x+=360; }
if(keys[VK_DOWN]){ if((Character.Rotation.x+=60*TimeDelta) >=360) Character.Rotation.x-=360; }
if(keys[VK_LEFT]){ if((Character.Rotation.y-=60*TimeDelta) <=-360) Character.Rotation.y+=360; }
if(keys[VK_RIGHT]){ if((Character.Rotation.y+=60*TimeDelta) >=360) Character.Rotation.y-=360; }
if(keys['X']){ if((Character.Rotation.z-=60*TimeDelta) <=-360) Character.Rotation.z+=360; }
if(keys['Z']){ if((Character.Rotation.z+=60*TimeDelta) >=360) Character.Rotation.z-=360; }
if(keys['K']){ Character.Translation.y-=3*TimeDelta; }
if(keys['I']){ Character.Translation.y+=3*TimeDelta; }
if(keys['J']){ Character.Translation.x-=3*TimeDelta; }
if(keys['L']){ Character.Translation.x+=3*TimeDelta; }
if(keys['N']){ AdvanceFrame(Skeleton, Animation, TimeDelta); }
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity();
glTranslatef(Character.Translation.x, Character.Translation.y, zoom + Character.Translation.z);
glRotatef(Character.Rotation.x,1.0f,0.0f,0.0f);
glRotatef(Character.Rotation.y,0.0f,1.0f,0.0f);
glRotatef(Character.Rotation.z,0.0f,0.0f,1.0f);
if(ShowMesh){
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glColor3f(1.0, 1.0, 1.0);
DrawMeshes();
}
if(ShowSkeleton){
glClear(GL_DEPTH_BUFFER_BIT);
DrawBonesSkeleton(Skeleton.Bones[0]);
}
return TRUE; // Keep Going
}
void KillGLWindow(void) // 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
}
}
/* 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) */
typedef bool (APIENTRY *PFNWGLSWAPINTERVALFARPROC)(int);
BOOL CreateGLWindow(const 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
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
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dmScreenSettings);
width = dmScreenSettings.dmPelsWidth;
height = dmScreenSettings.dmPelsHeight;
bits = dmScreenSettings.dmBitsPerPel;
dwExStyle=WS_EX_APPWINDOW | WS_EX_TOPMOST; // 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
}
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
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
}
PFNWGLSWAPINTERVALFARPROC wglSwapIntervalEXT = 0;
wglSwapIntervalEXT = (PFNWGLSWAPINTERVALFARPROC)wglGetProcAddress("wglSwapIntervalEXT");
if(wglSwapIntervalEXT) wglSwapIntervalEXT(1);
QueryPerformanceFrequency(&ClockFreq);
QueryPerformanceCounter(&PreviousTime);
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
{
// LoWord Can Be WA_INACTIVE, WA_ACTIVE, WA_CLICKACTIVE,
// The High-Order Word Specifies The Minimized State Of The Window Being Activated Or Deactivated.
// A NonZero Value Indicates The Window Is Minimized.
if ((LOWORD(wParam) != WA_INACTIVE) && !((BOOL)HIWORD(wParam)))
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_KEYDOWN: // Is A Key Being Held Down?
{
if(wParam == VK_ESCAPE){
PostQuitMessage(0);
}else if(wParam == VK_F11){
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
{
PostQuitMessage(0); // Quit If Window Was Not Created
}
}
else keys[wParam] = 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
}
case WM_DEVMODECHANGE:
{
DEVMODE dm;
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
FramePeriod = 1.0f/dm.dmDisplayFrequency;
return 0;
}
case WM_QUIT:
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE, // Instance
HINSTANCE, // Previous Instance
LPSTR, // Command Line Parameters
int) // Window Show State
{
HANDLE hFile;
unsigned FileSize;
uint8_t *InData;
DWORD bytestransferred;
hFile = CreateFile("skeleton.skel", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "The specified skeleton does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "The skeleton could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for the skeleton could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "The skeleton could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadSkeleton(Skeleton);
free(InData);
hFile = CreateFile("body.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "body.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "body.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for body.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "body.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[0]);
free(InData);
hFile = CreateFile("head.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "head.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "head.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for head.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "head.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[1]);
free(InData);
hFile = CreateFile("lhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "lhand.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "lhand.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for lhand.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "lhand.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[2]);
free(InData);
hFile = CreateFile("rhand.mesh", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "rhand.mesh does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "rhand.mesh could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for rhand.mesh could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "rhand.mesh could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadMesh(Meshes[3]);
free(InData);
hFile = CreateFile("animation.anim", GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_FLAG_SEQUENTIAL_SCAN, NULL);
if(hFile == INVALID_HANDLE_VALUE){
if(GetLastError() == ERROR_FILE_NOT_FOUND){
MessageBox(NULL, "animation.anim does not exist.", "Error", MB_OK);
return 0;
}
MessageBox(NULL, "animation.anim could not be opened for reading.", "Error", MB_OK);
return 0;
}
FileSize = GetFileSize(hFile, NULL);
InData = (uint8_t*) malloc(FileSize);
if(InData == NULL){
MessageBox(NULL, "Memory for animation.anim could not be allocated.", "Error", MB_OK);
return 0;
}
if(!ReadFile(hFile, InData, FileSize, &bytestransferred, NULL) || bytestransferred != FileSize){
MessageBox(NULL, "animation.anim could not be read.", "Error", MB_OK);
return 0;
}
CloseHandle(hFile);
VBFile.set(InData, FileSize);
ReadAnimation(Animation);
free(InData);
AdvanceFrame(Skeleton, Animation, 0);
// Create Our OpenGL Window
if (!CreateGLWindow("libvitaboy - Renderer",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
DEVMODE dm;
EnumDisplaySettings(NULL, ENUM_CURRENT_SETTINGS, &dm);
FramePeriod = 1.0f/dm.dmDisplayFrequency;
bool quit = false;
MSG msg;
while(true){
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
if(msg.message == WM_QUIT)
quit = true;
}
if(quit) break;
DrawGLScene();
SwapBuffers(hDC);
LARGE_INTEGER RenderTime;
QueryPerformanceCounter(&RenderTime);
float SleepDuration = (FramePeriod - (float)(RenderTime.QuadPart-PreviousTime.QuadPart)/ClockFreq.QuadPart) * 1000;
if(SleepDuration > 1) Sleep((unsigned) SleepDuration);
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}