The following opengl code has to source files and a few standard and gl based header files.
I would like to add to the program a question that promps the user if they would like to run the program in fullscreen then take that inputted answer (i.e. y or n) and set the fullscreen global variable defined in winmain.cpp to (true or false).
I am only familar with using cout/cin but I am not sure that would be the case in this program. Plus I am a little unsure where i would ask the question so that it is asked first before rendering the graphics.
I posted the code from both winmain.cpp and CGfxOpengl.cpp:
CGfxOpenGl
I would like to add to the program a question that promps the user if they would like to run the program in fullscreen then take that inputted answer (i.e. y or n) and set the fullscreen global variable defined in winmain.cpp to (true or false).
I am only familar with using cout/cin but I am not sure that would be the case in this program. Plus I am a little unsure where i would ask the question so that it is asked first before rendering the graphics.
I posted the code from both winmain.cpp and CGfxOpengl.cpp:
Code:
#define WIN32_LEAN_AND_MEAN
#define WIN32_EXTRA_LEAN
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include "CGfxOpenGL.h"
bool exiting = false;
long windowWidth = 800;
long windowHeight = 600;
long windowBits = 32;
bool fullscreen = true;
HDC hDC;
CGfxOpenGL *g_glRender = NULL;
void SetupPixelFormat(HDC hDC)
{
int pixelFormat;
PIXELFORMATDESCRIPTOR pfd =
{
sizeof(PIXELFORMATDESCRIPTOR), // size
1, // version
PFD_SUPPORT_OPENGL | // OpenGL window
PFD_DRAW_TO_WINDOW | // render to window
PFD_DOUBLEBUFFER, // support double-buffering
PFD_TYPE_RGBA, // color type
32, // prefered color depth
0, 0, 0, 0, 0, 0, // color bits (ignored)
0, // no alpha buffer
0, // alpha bits (ignored)
0, // no accumulation buffer
0, 0, 0, 0, // accum bits (ignored)
16, // depth buffer
0, // no stencil buffer
0, // no auxiliary buffers
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0, // no layer, visible, damage masks
};
pixelFormat = ChoosePixelFormat(hDC, &pfd);
SetPixelFormat(hDC, pixelFormat, &pfd);
}
LRESULT CALLBACK MainWindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
static HDC hDC;
static HGLRC hRC;
int height, width;
// dispatch messages
switch (uMsg)
{
case WM_CREATE: // window creation
hDC = GetDC(hWnd);
SetupPixelFormat(hDC);
//SetupPalette();
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
break;
case WM_DESTROY: // window destroy
case WM_QUIT:
case WM_CLOSE: // windows is closing
// deselect rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
// send WM_QUIT to message queue
PostQuitMessage(0);
break;
case WM_SIZE:
height = HIWORD(lParam); // retrieve width and height
width = LOWORD(lParam);
g_glRender->SetupProjection(width, height);
break;
case WM_ACTIVATEAPP: // activate app
break;
case WM_PAINT: // paint
PAINTSTRUCT ps;
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_LBUTTONDOWN: // left mouse button
break;
case WM_RBUTTONDOWN: // right mouse button
break;
case WM_MOUSEMOVE: // mouse movement
break;
case WM_LBUTTONUP: // left button release
break;
case WM_RBUTTONUP: // right button release
break;
case WM_KEYUP:
break;
case WM_KEYDOWN:
int fwKeys;
LPARAM keyData;
fwKeys = (int)wParam; // virtual-key code
keyData = lParam; // key data
switch(fwKeys)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
default:
break;
}
break;
default:
break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSEX windowClass; // window class
HWND hwnd; // window handle
MSG msg; // message
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT windowRect;
g_glRender = new CGfxOpenGL;
windowRect.left=(long)0; // Set Left Value To 0
windowRect.right=(long)windowWidth; // Set Right Value To Requested Width
windowRect.top=(long)0; // Set Top Value To 0
windowRect.bottom=(long)windowHeight; // Set Bottom Value To Requested Height
// fill out the window class structure
windowClass.cbSize = sizeof(WNDCLASSEX);
windowClass.style = CS_HREDRAW | CS_VREDRAW;
windowClass.lpfnWndProc = MainWindowProc;
windowClass.cbClsExtra = 0;
windowClass.cbWndExtra = 0;
windowClass.hInstance = hInstance;
windowClass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // default icon
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // default arrow
windowClass.hbrBackground = NULL; // don't need background
windowClass.lpszMenuName = NULL; // no menu
windowClass.lpszClassName = "GLClass";
windowClass.hIconSm = LoadIcon(NULL, IDI_WINLOGO); // windows logo small icon
// register the windows class
if (!RegisterClassEx(&windowClass))
return 0;
if (fullscreen) // fullscreen?
{
DEVMODE dmScreenSettings; // device mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize = sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = windowWidth; // screen width
dmScreenSettings.dmPelsHeight = windowHeight; // screen height
dmScreenSettings.dmBitsPerPel = windowBits; // bits per pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
//
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
// setting display mode failed, switch to windowed
MessageBox(NULL, "Display mode failed", NULL, MB_OK);
fullscreen = 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
// class registered, so now create our window
hwnd = CreateWindowEx(NULL, // extended style
"GLClass", // class name
"BOGLGP - Chapter 2 - OpenGL Application", // app name
dwStyle | WS_CLIPCHILDREN |
WS_CLIPSIBLINGS,
0, 0, // x,y coordinate
windowRect.right - windowRect.left,
windowRect.bottom - windowRect.top, // width, height
NULL, // handle to parent
NULL, // handle to menu
hInstance, // application instance
NULL); // no extra params
hDC = GetDC(hwnd);
// check if window creation failed (hwnd would equal NULL)
if (!hwnd)
return 0;
ShowWindow(hwnd, SW_SHOW); // display the window
UpdateWindow(hwnd); // update the window
g_glRender->Init();
while (!exiting)
{
g_glRender->Prepare(0.0f);
g_glRender->Render();
SwapBuffers(hDC);
while (PeekMessage (&msg, NULL, 0, 0, PM_NOREMOVE))
{
if (!GetMessage (&msg, NULL, 0, 0))
{
exiting = true;
break;
}
TranslateMessage (&msg);
DispatchMessage (&msg);
}
}
delete g_glRender;
if (fullscreen)
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}
return (int)msg.wParam;
}
CGfxOpenGl
Code:
#ifdef _WINDOWS
#include <windows.h>
#endif
#include <gl/gl.h>
#include <gl/glu.h>
#include <math.h>
#include "CGfxOpenGL.h"
// disable implicit float-double casting
#pragma warning(disable:4305)
CGfxOpenGL::CGfxOpenGL()
{
}
CGfxOpenGL::~CGfxOpenGL()
{
}
bool CGfxOpenGL::Init()
{
// clear to black background
glClearColor(0.0, 0.0, 0.0, 0.0);
m_angle = 0.0f;
return true;
}
bool CGfxOpenGL::Shutdown()
{
return true;
}
void CGfxOpenGL::SetupProjection(int width, int height)
{
if (height == 0) // don't want a divide by zero
{
height = 1;
}
glViewport(0, 0, width, height); // reset the viewport to new dimensions
glMatrixMode(GL_PROJECTION); // set projection matrix current matrix
glLoadIdentity(); // reset projection matrix
// calculate aspect ratio of window
gluPerspective(52.0f,(GLfloat)width/(GLfloat)height,1.0f,1000.0f);
glMatrixMode(GL_MODELVIEW); // set modelview matrix
glLoadIdentity(); // reset modelview matrix
m_windowWidth = width;
m_windowHeight = height;
}
void CGfxOpenGL::Prepare(float dt)
{
m_angle += 0.1f;
}
void CGfxOpenGL::Render()
{
// clear screen and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// move back 5 units and rotate about all 3 axes
glTranslatef(0.0, 0.0, -5.0f);
glRotatef(m_angle, 1.0f, 0.0f, 0.0f);
glRotatef(m_angle, 0.0f, 1.0f, 0.0f);
glRotatef(m_angle, 0.0f, 0.0f, 1.0f);
// lime greenish color
glColor3f(0.7f, 1.0f, 0.3f);
// draw the triangle such that the rotation point is in the center
glBegin(GL_TRIANGLES);
glVertex3f(1.0f, -1.0f, 0.0f);
glVertex3f(-1.0f, -1.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
}