/* libvitaboy - Copyright (c) 2012 Fatbag 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 // Header File For Windows #include #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include #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= Duration) AnimationTime -= Duration; if(AnimationTime<0) AnimationTime = 0; for(unsigned i=0; i 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=-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 }