Skip to content

anonymous /OpenGLTutorial
Created

Embed URL

HTTPS clone URL

Subversion checkout URL

You can clone with
or
.
Download ZIP
An OpenGL Window rendering a pyramid and a cube, based off of Nehe's OpenGL Tutorial and run on Visual Studio 2012 Express Edition. For some reason, the window is able to render the objects in full-screen mode but not in windowed mode. To switch between display modes, click F1.
#include "stdafx.h"
// include the basic windows header file
#include <windows.h>
#include <windowsx.h>
#include <GL/GL.h>
#include <GL/GLU.h>
#pragma comment(lib, "OpenGL32.lib")
#pragma comment(lib, "GlU32.lib")
#define SCREEN_WIDTH 1366
#define SCREEN_HEIGHT 768
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
GLvoid ReSizeGLScene(GLsizei width, GLsizei height); // Resize And Initialize The GL
int InitGL(GLvoid); // All Setup For OpenGL Goes Here
int DrawGLScene(GLvoid); // Here's Where We Do All The Drawing
GLvoid KillGLWindow(GLvoid); // Properly Kill The Window
BOOL CreateGLWindow(LPCWSTR title, int width, int height, int bits, bool fullscreenflag);
HGLRC hRC = NULL; // Permanent Rendering Context
HDC hDC = NULL; // Private GDI Device Context
HWND hWnd = NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active = TRUE; // Window Active Flag Set To True By Default
bool fullscreen = TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLfloat rtri; // Angle For The Triangle
GLfloat rquad; // Angle For The Quad
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Window Message Structure
bool done = FALSE; // Bool Variable To Exit Loop
// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL, L"Would You Like To Run in Fullscreen Mode?", L"Start FullScreen?",
MB_YESNO | MB_ICONQUESTION) == IDNO)
{
fullscreen = FALSE; // Windowed Mode
}
// Create Our OpenGL Window
if (!CreateGLWindow(L"OpenGL Color Tutorial", SCREEN_WIDTH, SCREEN_HEIGHT, 16, fullscreen))
{
return 0; // Quit If Window Was Not Created
}
// Enter the infinite message loop
while(!done)
{
// Check to see if any messages are waiting in the queue
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT) { // Have We Received A Quit Message?
done = TRUE; // If So done = TRUE
}
else { // If Not, Deal With Windows Messages
// translate keystroke messages into the right format
TranslateMessage(&msg);
// send the message to the WindowProc function
DispatchMessage(&msg);
}
}
else { // If There Are No Messages
if (active) { // Program Active?
if(keys[VK_ESCAPE]) { // Was ESC Pressed?
done = TRUE; // ESC Signaled A Quit
}
else { // Not Time To Quit, Update Screen
DrawGLScene(); // Draw The Scene
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}
}
if (keys[VK_F1]) { // Is F1 Being Pressed?
keys[VK_F1] = FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen = !fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow(L"OpenGL Color Tutorial", SCREEN_WIDTH, SCREEN_HEIGHT, 16, fullscreen)) {
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
// return this part of the WM_QUIT message to Windows
return (msg.wParam); // Exit The Program
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL
{
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
// 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(GLvoid) // All Setup For OpenGL Goes Here
{
glShadeModel(GL_SMOOTH); // Enables Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type of Depth Test To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initializeation Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The screen And The Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
glBegin(GL_TRIANGLES); // Drawing Using Triangles
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f); /// Left Of Triangle
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f); // Right Of Triangle
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(1.0f, -1.0f, 1.0f); /// Left Of Triangle
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f); // Right Of Triangle
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(1.0f, -1.0f, -1.0f); /// Left Of Triangle
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f); // Right Of Triangle
glColor3f(1.0f, 0.0f, 0.0f); // Red
glVertex3f(0.0f, 1.0f, 0.0f); // Top Of Triangle
glColor3f(0.0f, 0.0f, 1.0f); // Blue
glVertex3f(-1.0f, -1.0f, -1.0f); /// Left Of Triangle
glColor3f(0.0f, 1.0f, 0.0f); // Green
glVertex3f(-1.0f, -1.0f, 1.0f); // Right Of Triangle
glEnd(); // Finished Drawing The Triangle
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(1.5f, 0.0f, -6.0f); // From Right Point Move Right 3 Units
glRotatef(rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
glBegin(GL_QUADS); // Draw A Quad
glColor3f(0.0f, 1.0f, 0.0f); // Set The Color To Green
glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Top)
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left of The Quad (Top)
glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Quad (Top)
glVertex3f(1.0f, 1.0f, 1.0f); // Bottom Right Of The Quad (Top)
glColor3f(1.0f, 0.5f, 0.0f); // Set The Color To Green
glVertex3f(1.0f, -1.0f, 1.0f); // Top Right Of The Quad (Bottom)
glVertex3f(-1.0f, -1.0f, 1.0f); // Top Left of The Quad (Bottom)
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Bottom)
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Bottom)
glColor3f(1.0f, 0.0f, 0.0f); // Set The Color To Red
glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Front)
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left of The Quad (Front)
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Quad (Front)
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Front)
glColor3f(1.0f, 1.0f, 0.0f); // Set The Color To Yellow
glVertex3f(1.0f, 1.0f, -1.0f); // Top Right Of The Quad (Back)
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left of The Quad (Back)
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Back)
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Right Of The Quad (Back)
glColor3f(0.0f, 0.0f, 1.0f); // Set The Color To Blue
glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Left)
glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left of The Quad (Left)
glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Left)
glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Left)
glColor3f(1.0f, 0.0f, 1.0f); // Set The Color To Violet
glVertex3f(1.0f, 1.0f, 1.0f); // Top Right Of The Quad (Right)
glVertex3f(1.0f, 1.0f, -1.0f); // Top Left of The Quad (Right)
glVertex3f(1.0f, -1.0f, -1.0f); // Bottom Left Of The Quad (Right)
glVertex3f(1.0f, -1.0f, 1.0f); // Bottom Right Of The Quad (Right)
glEnd(); // Done Drawing The Quad
rtri += 0.2f; // Increase The Rotation Variable For The Triangle
rquad -= 0.15f; // Decrease The Rotation Variable For The Quad
return TRUE; // Keep going
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) { // Are We In Fullscreen Mode?
ChangeDisplaySettings(NULL, 0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
if (hRC) { // Do We Have A Rendering Context?
if (!wglMakeCurrent(NULL, NULL)) { // Are We Able To Release The DC and RC Contexts?
MessageBox(NULL, L"Release Of DC And RC Failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) { // Are We Able To Delete The RC?
MessageBox(NULL, L"Release Rendering Context Failed.", L"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, L"Release Device Context Failed.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hDC = NULL;
}
if (hWnd && !DestroyWindow(hWnd)) { // Are We Able To Destroy The Window?
MessageBox(NULL, L"Could Not Release hWnd.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hWnd = NULL; // Set hWnd To NULL
}
if (!UnregisterClass(L"OpenGL", hInstance)) { // Are We Able To Unregister Class
MessageBox(NULL, L"Could Not Unregister Class.", L"SHUTDOWN ERROR", MB_OK | MB_ICONINFORMATION);
hInstance = NULL; // Set hInstance To NULL
}
}
BOOL CreateGLWindow(LPCWSTR title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left = (long) 0; // Set Left Value To 0
WindowRect.right = (long) width; // Set Right Value To Requested Width
WindowRect.top = (long) 0; // Set Top Value To 0
WindowRect.bottom = (long) height; // Set Bottom Value To Requested Height
fullscreen = fullscreenflag; // Set The Global Fullscreen Flag
hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Move, And Own DC For Window
wc.lpfnWndProc = (WNDPROC) WndProc; // WndPrc 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 = L"OpenGL"; // Set The Class Name
if (!RegisterClass(&wc)) { // Attempt To Register The Window Class
MessageBox(NULL, L"Failed To Register The Window Class.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Exit And Return False
}
if (fullscreen) { // Attempt FUllscreen Mode?
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings, 0, sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize = sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL) {
if (MessageBox(NULL, L"The Requested Fullscreen Mode Is Not Supported By Your Video Card. Use Windowed Mode Instead?",
L"OpenGL", MB_YESNO | MB_ICONEXCLAMATION) == IDYES) {
fullscreen = FALSE; // Select Windowed Mode (Fullscreen = FALSE)
}
else {
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL, L"Program Will Now Close.", L"ERROR", MB_OK | MB_ICONSTOP);
return FALSE; // Exit And Return FALSE
}
}
}
if (fullscreen) { // Are We Still In Fullscreen Mode?
dwExStyle = WS_EX_APPWINDOW; // Window Extended Style
dwStyle = WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else {
dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle = WS_OVERLAPPEDWINDOW; // Windows Style
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
if (!(hWnd = CreateWindowEx(dwExStyle, // Extended Style For The Window
L"OpenGL", // Class Name
title, // Window Title
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN | // Required Window Style
dwStyle, // Selected Window Style
0, 0, // Window Position
WindowRect.right - WindowRect.left, // Calculate Adjusted Window Width
WindowRect.bottom - WindowRect.top, // Calculate Adjusted Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) { // Don't Pass Anything To WM_CREATE
KillGLWindow(); // Reset The Display
MessageBox(NULL, L"Window Creation Error.", L"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, // 16 Bit 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, L"Can't Create A GL Device Context.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE;
}
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) { // Did Windows Find a Matching Pixel Format?
KillGLWindow(); // Reset The Display
MessageBox(NULL, L"Can't Find A Suitable PixelFormat.", L"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, L"Can't Set The PixelFormat.", L"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, L"Can't Create A GL Rendering Context.", L"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, L"Can't Activate The GL Rendering Context.", L"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 ur Perspective GL Screen
if (!InitGL()) { // Initialize Our Newly Created GL Window
KillGLWindow(); // Reset The Display
MessageBox(NULL, L"Initialization Failed.", L"ERROR", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
// the WindowProc function prototype
LRESULT CALLBACK WndProc(HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch(uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) { // Check Minimization State
active = TRUE; // Program Is Active
}
else {
active = FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND: // Intercept System Commands
{
switch(wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Is A Key Being Release?
{
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 Message To DefWindowProc
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
/*
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
// sort through and find what code to run for the message given
switch(message)
{
// this message is read when the window is closed
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
}
// Handle any messages the switch statement didn't
return DefWindowProc (hWnd, message, wParam, lParam);
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Something went wrong with that request. Please try again.