mirror of
https://github.com/simtactics/niotso.git
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609 lines
23 KiB
C++
609 lines
23 KiB
C++
/*
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* This Code Was Created By Jeff Molofee 2000
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* A HUGE Thanks To Fredric Echols For Cleaning Up
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* And Optimizing The Base Code, Making It More Flexible!
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* If You've Found This Code Useful, Please Let Me Know.
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* Visit My Site At nehe.gamedev.net
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*/
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#include <windows.h> // Header File For Windows
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#include <gl\gl.h> // Header File For The OpenGL32 Library
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#include <gl\glu.h> // Header File For The GLu32 Library
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#include <gl\glext.h>
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#include "SOIL.h"
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#include "libvitaboy.hpp"
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HDC hDC=NULL; // Private GDI Device Context
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HGLRC hRC=NULL; // Permanent Rendering Context
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HWND hWnd=NULL; // Holds Our Window Handle
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HINSTANCE hInstance; // Holds The Instance Of The Application
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bool keys[256] = {0}; // Array Used For The Keyboard Routine
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bool active=TRUE; // Window Active Flag Set To TRUE By Default
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bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
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float zoom = -4;
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struct CharacterPlacement_t {
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Vertex_t Translation;
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Vertex_t Rotation;
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};
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CharacterPlacement_t Character = {{0,0,0}, {0,0,0}};
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GLuint texture[2]; // Storage For One Texture ( NEW )
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enum { Texture_Head, Texture_Body };
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Skeleton_t Skeleton;
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Mesh_t HeadMesh, BodyMesh;
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bool DrawMesh = true;
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bool ShowSkeleton = true;
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LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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int LoadGLTextures() // Load Bitmaps And Convert To Textures
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{
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for(int i=0; i<2; i++){
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/* load an image file directly as a new OpenGL texture */
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texture[i] = SOIL_load_OGL_texture((i==0) ? "head.jpg" : "body.jpg", SOIL_LOAD_AUTO, SOIL_CREATE_NEW_ID, SOIL_FLAG_MIPMAPS);
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if(texture[i] == 0)
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return false;
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// Typical Texture Generation Using Data From The Bitmap
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glBindTexture(GL_TEXTURE_2D, texture[i]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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return true; // Return Success
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}
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void ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
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{
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if (height==0) // Prevent A Divide By Zero By
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{
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height=1; // Making Height Equal One
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}
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glViewport(0,0,width,height); // Reset The Current Viewport
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glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
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glLoadIdentity(); // Reset The Projection Matrix
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// Calculate The Aspect Ratio Of The Window
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gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity(); // Reset The Modelview Matrix
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}
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int InitGL(void) // All Setup For OpenGL Goes Here
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{
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if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
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{
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return FALSE; // If Texture Didn't Load Return FALSE
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}
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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glShadeModel(GL_SMOOTH); // Enable Smooth Shading
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glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
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glClearDepth(1.0f); // Depth Buffer Setup
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glPointSize(5.0);
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glEnable(GL_CULL_FACE);
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glEnable(GL_RESCALE_NORMAL);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
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return TRUE; // Initialization Went OK
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}
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void DrawBonesMesh(Bone_t& Bone){
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glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float RotationMatrix[16];
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FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
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glMultMatrixf(RotationMatrix);
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if(!strcmp(Bone.Name, "HEAD")){
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glBindTexture(GL_TEXTURE_2D, texture[0]);
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glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), HeadMesh.VertexData);
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glNormalPointer(GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), HeadMesh.VertexNorms);
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glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), HeadMesh.TextureVertexData);
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glDrawElements(GL_TRIANGLES, HeadMesh.FaceCount*3, GL_UNSIGNED_INT, HeadMesh.FaceData);
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}else{
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glBindTexture(GL_TEXTURE_2D, texture[1]);
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glVertexPointer(3, GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), BodyMesh.VertexData);
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glNormalPointer(GL_FLOAT, offsetof(Vertex_t, y)-offsetof(Vertex_t, x)-sizeof(float), BodyMesh.VertexNorms);
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glTexCoordPointer(2, GL_FLOAT, offsetof(TextureVertex_t, v)-offsetof(TextureVertex_t, u)-sizeof(float), BodyMesh.TextureVertexData);
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glDrawElements(GL_TRIANGLES, BodyMesh.FaceCount*3, GL_UNSIGNED_INT, BodyMesh.FaceData);
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}
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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glPushMatrix();
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DrawBonesMesh(*Bone.Children[i]);
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glPopMatrix();
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}
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}
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void DrawBonesSkeleton(Bone_t& Bone){
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glTranslatef(Bone.Translation.x, Bone.Translation.y, Bone.Translation.z);
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float RotationMatrix[16];
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FindQuaternionMatrix(RotationMatrix, &Bone.Rotation);
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glMultMatrixf(RotationMatrix);
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if(!strcmp(Bone.Name, "ROOT"))
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glColor3f(1.0, 0.0, 0.0);
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else if(!strcmp(Bone.Name, "HEAD"))
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glColor3f(1.0, 1.0, 0.0);
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else
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glColor3f(0.0, 1.0, 0.0);
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glBegin(GL_POINTS); glVertex2f(0, 0); glEnd();
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for(unsigned i=0; i<Bone.ChildrenCount; i++){
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glPushMatrix();
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DrawBonesSkeleton(*Bone.Children[i]);
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glPopMatrix();
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}
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}
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int DrawGLScene(void) // Here's Where We Do All The Drawing
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{
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if(keys['A']) /*{if(zoom <=-1.0f) zoom+=0.05f; }*/ zoom+=0.05f;
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if(keys['S']) /*{if(zoom >=-10.0f) zoom-=0.05f; }*/ zoom-=0.05f;
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if(keys[VK_UP]){ if((Character.Rotation.x-=1.0f) <=-360) Character.Rotation.x+=360; }
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if(keys[VK_DOWN]){ if((Character.Rotation.x+=1.0f) >=360) Character.Rotation.x-=360; }
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if(keys[VK_LEFT]){ if((Character.Rotation.y-=1.0f) <=-360) Character.Rotation.y+=360; }
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if(keys[VK_RIGHT]){ if((Character.Rotation.y+=1.0f) >=360) Character.Rotation.y-=360; }
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if(keys['X']){ if((Character.Rotation.z-=1.0f) <=-360) Character.Rotation.z+=360; }
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if(keys['Z']){ if((Character.Rotation.z+=1.0f) >=360) Character.Rotation.z-=360; }
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity();
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glTranslatef(Character.Translation.x, Character.Translation.y, zoom + Character.Translation.z);
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glRotatef(Character.Rotation.x,1.0f,0.0f,0.0f);
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glRotatef(Character.Rotation.y,0.0f,1.0f,0.0f);
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glRotatef(Character.Rotation.z,0.0f,0.0f,1.0f);
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if(DrawMesh){
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glColor3f(1.0, 1.0, 1.0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_NORMAL_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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DrawBonesMesh(Skeleton.Bones[0]);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_NORMAL_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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if(ShowSkeleton){
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glClear(GL_DEPTH_BUFFER_BIT);
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DrawBonesSkeleton(Skeleton.Bones[0]);
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}
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return TRUE; // Keep Going
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}
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void KillGLWindow(void) // Properly Kill The Window
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{
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if (fullscreen) // Are We In Fullscreen Mode?
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{
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ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
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ShowCursor(TRUE); // Show Mouse Pointer
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}
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if (hRC) // Do We Have A Rendering Context?
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{
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if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
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{
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MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
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{
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MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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}
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hRC=NULL; // Set RC To NULL
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}
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if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
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{
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MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hDC=NULL; // Set DC To NULL
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}
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if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
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{
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MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hWnd=NULL; // Set hWnd To NULL
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}
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if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
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{
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MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
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hInstance=NULL; // Set hInstance To NULL
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}
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}
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/* This Code Creates Our OpenGL Window. Parameters Are: *
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* title - Title To Appear At The Top Of The Window *
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* width - Width Of The GL Window Or Fullscreen Mode *
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* height - Height Of The GL Window Or Fullscreen Mode *
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* bits - Number Of Bits To Use For Color (8/16/24/32) *
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* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */
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BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
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{
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GLuint PixelFormat; // Holds The Results After Searching For A Match
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WNDCLASS wc; // Windows Class Structure
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DWORD dwExStyle; // Window Extended Style
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DWORD dwStyle; // Window Style
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RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
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WindowRect.left=(long)0; // Set Left Value To 0
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WindowRect.right=(long)width; // Set Right Value To Requested Width
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WindowRect.top=(long)0; // Set Top Value To 0
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WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
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fullscreen=fullscreenflag; // Set The Global Fullscreen Flag
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hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
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wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
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wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
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wc.cbClsExtra = 0; // No Extra Window Data
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wc.cbWndExtra = 0; // No Extra Window Data
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wc.hInstance = hInstance; // Set The Instance
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
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wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
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wc.hbrBackground = NULL; // No Background Required For GL
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wc.lpszMenuName = NULL; // We Don't Want A Menu
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wc.lpszClassName = "OpenGL"; // Set The Class Name
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if (!RegisterClass(&wc)) // Attempt To Register The Window Class
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{
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MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (fullscreen) // Attempt Fullscreen Mode?
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{
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DEVMODE dmScreenSettings; // Device Mode
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memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
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dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
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dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
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dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
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dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
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dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
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// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
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if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
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{
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// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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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)
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{
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fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
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}
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else
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{
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// Pop Up A Message Box Letting User Know The Program Is Closing.
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MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
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return FALSE; // Return FALSE
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}
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}
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}
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if (fullscreen) // Are We Still In Fullscreen Mode?
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{
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dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
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dwStyle=WS_POPUP; // Windows Style
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ShowCursor(FALSE); // Hide Mouse Pointer
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}
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else
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{
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dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
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dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
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}
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AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
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// Create The Window
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if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
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"OpenGL", // Class Name
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title, // Window Title
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dwStyle | // Defined Window Style
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WS_CLIPSIBLINGS | // Required Window Style
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WS_CLIPCHILDREN, // Required Window Style
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0, 0, // Window Position
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WindowRect.right-WindowRect.left, // Calculate Window Width
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WindowRect.bottom-WindowRect.top, // Calculate Window Height
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NULL, // No Parent Window
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NULL, // No Menu
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hInstance, // Instance
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NULL))) // Dont Pass Anything To WM_CREATE
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
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{
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sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
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1, // Version Number
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PFD_DRAW_TO_WINDOW | // Format Must Support Window
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PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
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PFD_DOUBLEBUFFER, // Must Support Double Buffering
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PFD_TYPE_RGBA, // Request An RGBA Format
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bits, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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16, // 16Bit Z-Buffer (Depth Buffer)
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0, // No Stencil Buffer
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0, // No Auxiliary Buffer
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PFD_MAIN_PLANE, // Main Drawing Layer
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0, // Reserved
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0, 0, 0 // Layer Masks Ignored
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};
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if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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ShowWindow(hWnd,SW_SHOW); // Show The Window
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SetForegroundWindow(hWnd); // Slightly Higher Priority
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SetFocus(hWnd); // Sets Keyboard Focus To The Window
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ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen
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if (!InitGL()) // Initialize Our Newly Created GL Window
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{
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KillGLWindow(); // Reset The Display
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MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
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return FALSE; // Return FALSE
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}
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return TRUE; // Success
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}
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LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
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UINT uMsg, // Message For This Window
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WPARAM wParam, // Additional Message Information
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LPARAM lParam) // Additional Message Information
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{
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switch (uMsg) // Check For Windows Messages
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{
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case WM_ACTIVATE: // Watch For Window Activate Message
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{
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// LoWord Can Be WA_INACTIVE, WA_ACTIVE, WA_CLICKACTIVE,
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// The High-Order Word Specifies The Minimized State Of The Window Being Activated Or Deactivated.
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// A NonZero Value Indicates The Window Is Minimized.
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if ((LOWORD(wParam) != WA_INACTIVE) && !((BOOL)HIWORD(wParam)))
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active=TRUE; // Program Is Active
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else
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active=FALSE; // Program Is No Longer Active
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return 0; // Return To The Message Loop
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}
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case WM_SYSCOMMAND: // Intercept System Commands
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{
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switch (wParam) // Check System Calls
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{
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case SC_SCREENSAVE: // Screensaver Trying To Start?
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case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
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return 0; // Prevent From Happening
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}
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break; // Exit
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}
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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
|
|
}
|
|
|
|
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("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, "The head.mesh could not be read.", "Error", MB_OK);
|
|
return 0;
|
|
}
|
|
CloseHandle(hFile);
|
|
|
|
VBFile.set(InData, FileSize);
|
|
ReadMesh(HeadMesh);
|
|
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, "The body.mesh could not be read.", "Error", MB_OK);
|
|
return 0;
|
|
}
|
|
CloseHandle(hFile);
|
|
|
|
VBFile.set(InData, FileSize);
|
|
ReadMesh(BodyMesh);
|
|
free(InData);
|
|
|
|
// Create Our OpenGL Window
|
|
if (!CreateGLWindow("libvitaboy - Renderer",640,480,16,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 && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
|
|
{
|
|
done=TRUE; // ESC or DrawGLScene Signalled A Quit
|
|
}
|
|
else // Not Time To Quit, Update Screen
|
|
{
|
|
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
|
|
if (!CreateGLWindow("NeHe's Solid Object Tutorial",640,480,16,fullscreen))
|
|
{
|
|
return 0; // Quit If Window Was Not Created
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Shutdown
|
|
KillGLWindow(); // Kill The Window
|
|
return (msg.wParam); // Exit The Program
|
|
}
|