// Gl_template.c
//Wyłšczanie błędów przed "fopen"
#define _CRT_SECURE_NO_WARNINGS
// Ładowanie bibliotek:
#ifdef _MSC_VER // Check if MS Visual C compiler
# pragma comment(lib, "opengl32.lib") // Compiler-specific directive to avoid manually configuration
# pragma comment(lib, "glu32.lib") // Link libraries
#endif
// Ustalanie trybu tekstowego:
#ifdef _MSC_VER // Check if MS Visual C compiler
# ifndef _MBCS
# define _MBCS // Uses Multi-byte character set
# endif
# ifdef _UNICODE // Not using Unicode character set
# undef _UNICODE
# endif
# ifdef UNICODE
# undef UNICODE
# endif
#endif
#include <windows.h> // Window defines
#include <gl\gl.h> // OpenGL
#include <gl\glu.h> // GLU library
#include <math.h> // Define for sqrt
#include <stdio.h>
#include "resource.h" // About box resource identifiers.
#define glRGB(x, y, z) glColor3ub((GLubyte)x, (GLubyte)y, (GLubyte)z)
#define BITMAP_ID 0x4D42 // identyfikator formatu BMP
#define GL_PI 3.14
// Color Palette handle
HPALETTE hPalette = NULL;
// Application name and instance storeage
static LPCTSTR lpszAppName = "GL Template";
static HINSTANCE hInstance;
// Rotation amounts
static GLfloat xRot = 0.0f;
static GLfloat yRot = 0.0f;
static GLsizei lastHeight;
static GLsizei lastWidth;
// Opis tekstury
BITMAPINFOHEADER bitmapInfoHeader; // nagłówek obrazu
unsigned char* bitmapData; // dane tekstury
unsigned int texture[2]; // obiekt tekstury
// Declaration for Window procedure
LRESULT CALLBACK WndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
// Dialog procedure for about box
BOOL APIENTRY AboutDlgProc(HWND hDlg, UINT message, UINT wParam, LONG lParam);
// Set Pixel Format function - forward declaration
void SetDCPixelFormat(HDC hDC);
// Reduces a normal vector specified as a set of three coordinates,
// to a unit normal vector of length one.
void ReduceToUnit(float vector[3])
{
float length;
// Calculate the length of the vector
length
= (float)sqrt((vector
[0] * vector
[0]) +
(vector[1] * vector[1]) +
(vector[2] * vector[2]));
// Keep the program from blowing up by providing an exceptable
// value for vectors that may calculated too close to zero.
if (length == 0.0f)
length = 1.0f;
// Dividing each element by the length will result in a
// unit normal vector.
vector[0] /= length;
vector[1] /= length;
vector[2] /= length;
}
// Points p1, p2, & p3 specified in counter clock-wise order
void calcNormal(float v[3][3], float out[3])
{
float v1[3], v2[3];
static const int x = 0;
static const int y = 1;
static const int z = 2;
// Calculate two vectors from the three points
v1[x] = v[0][x] - v[1][x];
v1[y] = v[0][y] - v[1][y];
v1[z] = v[0][z] - v[1][z];
v2[x] = v[1][x] - v[2][x];
v2[y] = v[1][y] - v[2][y];
v2[z] = v[1][z] - v[2][z];
// Take the cross product of the two vectors to get
// the normal vector which will be stored in out
out[x] = v1[y] * v2[z] - v1[z] * v2[y];
out[y] = v1[z] * v2[x] - v1[x] * v2[z];
out[z] = v1[x] * v2[y] - v1[y] * v2[x];
// Normalize the vector (shorten length to one)
ReduceToUnit(out);
}
// Change viewing volume and viewport. Called when window is resized
void ChangeSize(GLsizei w, GLsizei h)
{
GLfloat nRange = 100.0f;
GLfloat fAspect;
// Prevent a divide by zero
if (h == 0)
h = 1;
lastWidth = w;
lastHeight = h;
fAspect = (GLfloat)w / (GLfloat)h;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Establish clipping volume (left, right, bottom, top, near, far)
if (w <= h)
glOrtho(-nRange, nRange, -nRange*h / w, nRange*h / w, -nRange, nRange);
else
glOrtho(-nRange*w / h, nRange*w / h, -nRange, nRange, -nRange, nRange);
// Establish perspective:
/*
gluPerspective(60.0f,fAspect,1.0,400);
*/
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
// This function does any needed initialization on the rendering
// context. Here it sets up and initializes the lighting for
// the scene.
void SetupRC()
{
// Light values and coordinates
//GLfloat ambientLight[] = { 0.3f, 0.3f, 0.3f, 1.0f };
//GLfloat diffuseLight[] = { 0.7f, 0.7f, 0.7f, 1.0f };
//GLfloat specular[] = { 1.0f, 1.0f, 1.0f, 1.0f};
//GLfloat lightPos[] = { 0.0f, 150.0f, 150.0f, 1.0f };
//GLfloat specref[] = { 1.0f, 1.0f, 1.0f, 1.0f };
glEnable(GL_DEPTH_TEST); // Hidden surface removal
glFrontFace(GL_CCW); // Counter clock-wise polygons face out
//glEnable(GL_CULL_FACE); // Do not calculate inside of jet
// Enable lighting
//glEnable(GL_LIGHTING);
// Setup and enable light 0
//glLightfv(GL_LIGHT0,GL_AMBIENT,ambientLight);
//glLightfv(GL_LIGHT0,GL_DIFFUSE,diffuseLight);
//glLightfv(GL_LIGHT0,GL_SPECULAR,specular);
//glLightfv(GL_LIGHT0,GL_POSITION,lightPos);
//glEnable(GL_LIGHT0);
// Enable color tracking
//glEnable(GL_COLOR_MATERIAL);
// Set Material properties to follow glColor values
//glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
// All materials hereafter have full specular reflectivity
// with a high shine
//glMaterialfv(GL_FRONT, GL_SPECULAR,specref);
//glMateriali(GL_FRONT,GL_SHININESS,128);
// White background
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
// Black brush
glColor3f(0.0, 0.0, 0.0);
}
void skrzynka(void)
{
glColor3d(0.8, 0.7, 0.3);
glEnable(GL_TEXTURE_2D); // Włącz teksturowanie
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glNormal3d(0, 0, 1);
glTexCoord2d(1.0, 1.0); glVertex3d(25, 25, 25);
glTexCoord2d(0.0, 1.0); glVertex3d(-25, 25, 25);
glTexCoord2d(0.0, 0.0); glVertex3d(-25, -25, 25);
glTexCoord2d(1.0, 0.0); glVertex3d(25, -25, 25);
glEnd();
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
glNormal3d(1, 0, 0);
glTexCoord2d(1.0, 1.0); glVertex3d(25, 25, 25);
glTexCoord2d(0.0, 1.0); glVertex3d(25, -25, 25);
glTexCoord2d(0.0, 0.0); glVertex3d(25, -25, -25);
glTexCoord2d(1.0, 0.0); glVertex3d(25, 25, -25);
glEnd();
glDisable(GL_TEXTURE_2D); // Wyłącz teksturowanie
glBegin(GL_QUADS);
glNormal3d(0, 0, -1);
glVertex3d(25, 25, -25);
glVertex3d(25, -25, -25);
glVertex3d(-25, -25, -25);
glVertex3d(-25, 25, -25);
glNormal3d(-1, 0, 0);
glVertex3d(-25, 25, -25);
glVertex3d(-25, -25, -25);
glVertex3d(-25, -25, 25);
glVertex3d(-25, 25, 25);
glNormal3d(0, 1, 0);
glVertex3d(25, 25, 25);
glVertex3d(25, 25, -25);
glVertex3d(-25, 25, -25);
glVertex3d(-25, 25, 25);
glNormal3d(0, -1, 0);
glVertex3d(25, -25, 25);
glVertex3d(-25, -25, 25);
glVertex3d(-25, -25, -25);
glVertex3d(25, -25, -25);
glEnd();
}
void walec01(void)
{
GLUquadricObj*obj;
obj = gluNewQuadric();
gluQuadricNormals(obj, GLU_SMOOTH);
glColor3d(1, 0, 0);
glPushMatrix();
gluCylinder(obj, 20, 20, 30, 15, 7);
gluCylinder(obj, 0, 20, 0, 15, 7);
glTranslated(0, 0, 60);
glRotated(180.0, 0, 1, 0);
gluCylinder(obj, 0, 20, 30, 15, 7);
glPopMatrix();
}
void kula(void)
{
GLUquadricObj*obj;
obj = gluNewQuadric();
gluQuadricTexture(obj, GL_TRUE);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor3d(1.0, 0.8, 0.8);
glEnable(GL_TEXTURE_2D);
gluSphere(obj, 40, 15, 7);
glDisable(GL_TEXTURE_2D);
}
// LoadBitmapFile
// opis: ładuje mapę bitową z pliku i zwraca jej adres.
// Wypełnia strukturę nagłówka.
// Nie obsługuje map 8-bitowych.
unsigned char *LoadBitmapFile(char *filename, BITMAPINFOHEADER *bitmapInfoHeader)
{
FILE *filePtr; // wskaźnik pozycji pliku
BITMAPFILEHEADER bitmapFileHeader; // nagłówek pliku
unsigned char *bitmapImage; // dane obrazu
int imageIdx = 0; // licznik pikseli
unsigned char tempRGB; // zmienna zamiany składowych
// otwiera plik w trybie "read binary"
filePtr
= fopen(filename
, "rb");
if (filePtr == NULL)
return NULL;
// wczytuje nagłówek pliku
fread(&bitmapFileHeader
, sizeof(BITMAPFILEHEADER
), 1, filePtr
);
// sprawdza, czy jest to plik formatu BMP
if (bitmapFileHeader.bfType != BITMAP_ID)
{
return NULL;
}
// wczytuje nagłówek obrazu
fread(bitmapInfoHeader
, sizeof(BITMAPINFOHEADER
), 1, filePtr
);
// ustawia wskaźnik pozycji pliku na początku danych obrazu
fseek(filePtr
, bitmapFileHeader.
bfOffBits, SEEK_SET
);
// przydziela pamięć buforowi obrazu
bitmapImage
= (unsigned char*)malloc(bitmapInfoHeader
->biSizeImage
);
// sprawdza, czy udało się przydzielić pamięć
if (!bitmapImage)
{
return NULL;
}
// wczytuje dane obrazu
fread(bitmapImage
, 1, bitmapInfoHeader
->biSizeImage
, filePtr
);
// sprawdza, czy dane zostały wczytane
if (bitmapImage == NULL)
{
return NULL;
}
// zamienia miejscami składowe R i B
for (imageIdx = 0; imageIdx < bitmapInfoHeader->biSizeImage; imageIdx += 3)
{
tempRGB = bitmapImage[imageIdx];
bitmapImage[imageIdx] = bitmapImage[imageIdx + 2];
bitmapImage[imageIdx + 2] = tempRGB;
}
// zamyka plik i zwraca wskaźnik bufora zawierającego wczytany obraz
return bitmapImage;
}
void szescian(void)
{
glBegin(GL_QUADS);
glColor3d(1, 0.5, 0);
glVertex3d(20, 20, 20);
glVertex3d(-20, 20, 20);
glVertex3d(-20, -20, 20);
glVertex3d(20, -20, 20);
glColor3d(0, 0.5, 1);
glVertex3d(20, 20, 20);
glVertex3d(20, -20, 20);
glVertex3d(20, -20, -20);
glVertex3d(20, 20, -20);
glEnd();
}
void walec(double h, double r)
{
double angle, x, y;
glColor3d(0, 0, 0);
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0.0f, 0.0f, 0.0f);
for (angle = 0.0f; angle <= (2.0f*GL_PI); angle += (GL_PI / 8.0f))
{
x
= r
*sin(angle
); y
= r
*cos(angle
); glVertex3d
(x
, y
, 0.0);
}
glEnd();
glBegin(GL_QUAD_STRIP);
for (angle = 0.0f; angle <= (2.0f*GL_PI); angle += (GL_PI / 8.0f))
{
glVertex3d(x, y, 0);
glVertex3d(x, y, h);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glColor3d(1, 0.5, 0);
glVertex3d(0.0f, 0.0f, h);
for (angle = 0.0f; angle >= -(2.0f*GL_PI); angle -= (GL_PI / 8.0f))
{
x
= r
*sin(angle
); y
= r
*cos(angle
);
glVertex3d(x, y, h);
}
glEnd();
}
void ramie(double r1, double r2, double h, double d)
{
//pol walca
double r = r1;
{
double angle, x, y;
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0.0f, 0.0f, 0.0f);
for (angle = (GL_PI); angle <= (2.0f*GL_PI); angle += (GL_PI / 8.0f))
{
x
= r
*sin(angle
); y
= r
*cos(angle
); glVertex3d
(x
, y
, 0.0);
}
glEnd();
glBegin(GL_QUAD_STRIP);
for (angle = (GL_PI); angle <= (2.0f*GL_PI); angle += (GL_PI / 8.0f))
{
glVertex3d(x, y, 0);
glVertex3d(x, y, h);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0.0f, 0.0f, h);
for (angle = 0.0f; angle >= -(GL_PI); angle -= (GL_PI / 8.0f))
{
x
= r
*sin(angle
); y
= r
*cos(angle
);
glVertex3d(x, y, h);
}
glEnd();
}
//pol walca #2
r = r2;
{
double angle, x, y;
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0.0f+d, 0.0f, 0.0f);
for (angle = 0; angle <= (GL_PI); angle += (GL_PI / 8.0f))
{
x
= r
*sin(angle
); y
= r
*cos(angle
);
glVertex3d(x+d, y, 0.0);
}
glEnd();
glBegin(GL_QUAD_STRIP);
for (angle = 0; angle <= (GL_PI); angle += (GL_PI / 8.0f))
{
glVertex3d(x+d, y, 0);
glVertex3d(x+d, y, h);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glVertex3d(0.0f+d, 0.0f, h);
for (angle =-GL_PI; angle >= -(2.0*GL_PI); angle -= (GL_PI / 8.0f))
{
glVertex3d(x+d, y, h);
}
glEnd();
}
// srodek
{
glBegin(GL_QUADS);
glVertex3d(0, r1, h);
glVertex3d(0, -r1, h);
glVertex3d(d, -r2, h);
glVertex3d(d, r2, h);
glEnd();
glBegin(GL_QUADS);
glVertex3d(0, r1, 0);
glVertex3d(d, r2, 0);
glVertex3d(d, -r2, 0);
glVertex3d(0, -r1, 0);
glEnd();
glBegin(GL_QUADS);
glVertex3d(0, r1, 0);
glVertex3d(0, r1, h);
glVertex3d(d, r2, h);
glVertex3d(d, r2, 0);
glEnd();
glBegin(GL_QUADS);
glVertex3d(0, -r1, h);
glVertex3d(0, -r1, 0);
glVertex3d(d, -r2, 0);
glVertex3d(d, -r2, h);
glEnd();
}
}
// Called to draw scene
void RenderScene(void)
{
//float normal[3]; // Storeage for calculated surface normal
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Save the matrix state and do the rotations
glPushMatrix();
glRotatef(xRot, 1.0f, 0.0f, 0.0f);
glRotatef(yRot, 0.0f, 1.0f, 0.0f);
/////////////////////////////////////////////////////////////////
// MIEJSCE NA KOD OPENGL DO TWORZENIA WLASNYCH SCEN: //
/////////////////////////////////////////////////////////////////
//Sposób na odróźnienie "przedniej" i "tylniej" ściany wielokąta:
glPolygonMode(GL_BACK, GL_LINE);
//Uzyskanie siatki:
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//Wyrysowanie prostokata:
//glRectd(-10.0, -10.0, 20.0, 20.0);
//szescian();
//walec(30, 20);
ramie(15, 10, 5, 30);
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
// Flush drawing commands
glFlush();
}
// Select the pixel format for a given device context
void SetDCPixelFormat(HDC hDC)
{
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered
PFD_TYPE_RGBA, // RGBA Color mode
24, // Want 24bit color
0,0,0,0,0,0, // Not used to select mode
0,0, // Not used to select mode
0,0,0,0,0, // Not used to select mode
32, // Size of depth buffer
0, // Not used to select mode
0, // Not used to select mode
PFD_MAIN_PLANE, // Draw in main plane
0, // Not used to select mode
0,0,0 }; // Not used to select mode
// Choose a pixel format that best matches that described in pfd
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
// Set the pixel format for the device context
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
// If necessary, creates a 3-3-2 palette for the device context listed.
HPALETTE GetOpenGLPalette(HDC hDC)
{
HPALETTE hRetPal = NULL; // Handle to palette to be created
PIXELFORMATDESCRIPTOR pfd; // Pixel Format Descriptor
LOGPALETTE *pPal; // Pointer to memory for logical palette
int nPixelFormat; // Pixel format index
int nColors; // Number of entries in palette
int i; // Counting variable
BYTE RedRange, GreenRange, BlueRange;
// Range for each color entry (7,7,and 3)
// Get the pixel format index and retrieve the pixel format description
nPixelFormat = GetPixelFormat(hDC);
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
// Does this pixel format require a palette? If not, do not create a
// palette and just return NULL
if (!(pfd.dwFlags & PFD_NEED_PALETTE))
return NULL;
// Number of entries in palette. 8 bits yeilds 256 entries
nColors = 1 << pfd.cColorBits;
// Allocate space for a logical palette structure plus all the palette entries
pPal
= (LOGPALETTE
*)malloc(sizeof(LOGPALETTE
) + nColors
* sizeof(PALETTEENTRY
));
// Fill in palette header
pPal->palVersion = 0x300; // Windows 3.0
pPal->palNumEntries = nColors; // table size
// Build mask of all 1's. This creates a number represented by having
// the low order x bits set, where x = pfd.cRedBits, pfd.cGreenBits, and
// pfd.cBlueBits.
RedRange = (1 << pfd.cRedBits) - 1;
GreenRange = (1 << pfd.cGreenBits) - 1;
BlueRange = (1 << pfd.cBlueBits) - 1;
// Loop through all the palette entries
for (i = 0; i < nColors; i++)
{
// Fill in the 8-bit equivalents for each component
pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
pPal->palPalEntry[i].peRed = (unsigned char)(
(double)pPal->palPalEntry[i].peRed * 255.0 / RedRange);
pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
pPal->palPalEntry[i].peGreen = (unsigned char)(
(double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
pPal->palPalEntry[i].peBlue = (unsigned char)(
(double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
pPal->palPalEntry[i].peFlags = (unsigned char)NULL;
}
// Create the palette
hRetPal = CreatePalette(pPal);
// Go ahead and select and realize the palette for this device context
SelectPalette(hDC, hRetPal, FALSE);
RealizePalette(hDC);
// Free the memory used for the logical palette structure
// Return the handle to the new palette
return hRetPal;
}
// Entry point of all Windows programs
int APIENTRY WinMain(HINSTANCE hInst,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg; // Windows message structure
WNDCLASS wc; // Windows class structure
HWND hWnd; // Storeage for window handle
hInstance = hInst;
// Register Window style
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
// No need for background brush for OpenGL window
wc.hbrBackground = NULL;
wc.lpszMenuName = MAKEINTRESOURCE(IDR_MENU1);
wc.lpszClassName = lpszAppName;
// Register the window class
if (RegisterClass(&wc) == 0)
return FALSE;
// Create the main application window
hWnd = CreateWindow(
lpszAppName,
lpszAppName,
// OpenGL requires WS_CLIPCHILDREN and WS_CLIPSIBLINGS
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
// Window position and size
50, 50,
400, 400,
NULL,
NULL,
hInstance,
NULL);
// If window was not created, quit
if (hWnd == NULL)
return FALSE;
// Display the window
ShowWindow(hWnd, SW_SHOW);
UpdateWindow(hWnd);
// Process application messages until the application closes
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
// Window procedure, handles all messages for this program
LRESULT CALLBACK WndProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam)
{
static HGLRC hRC; // Permenant Rendering context
static HDC hDC; // Private GDI Device context
switch (message)
{
// Window creation, setup for OpenGL
case WM_CREATE:
// Store the device context
hDC = GetDC(hWnd);
// Select the pixel format
SetDCPixelFormat(hDC);
// Create palette if needed
hPalette = GetOpenGLPalette(hDC);
// Create the rendering context and make it current
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
SetupRC();
glGenTextures(2, &texture[0]); // tworzy obiekt tekstury
// ładuje pierwszy obraz tekstury:
bitmapData = LoadBitmapFile("Bitmapy\\checker.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[0]); // aktywuje obiekt tekstury
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
if (bitmapData)
// ładuje drugi obraz tekstury:
bitmapData = LoadBitmapFile("Bitmapy\\crate.bmp", &bitmapInfoHeader);
glBindTexture(GL_TEXTURE_2D, texture[1]); // aktywuje obiekt tekstury
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// tworzy obraz tekstury
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, bitmapInfoHeader.biWidth,
bitmapInfoHeader.biHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, bitmapData);
if (bitmapData)
// ustalenie sposobu mieszania tekstury z tłem
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
break;
// Window is being destroyed, cleanup
case WM_DESTROY:
// Deselect the current rendering context and delete it
wglMakeCurrent(hDC, NULL);
wglDeleteContext(hRC);
// Delete the palette if it was created
if (hPalette != NULL)
DeleteObject(hPalette);
// Tell the application to terminate after the window
// is gone.
PostQuitMessage(0);
break;
// Window is resized.
case WM_SIZE:
// Call our function which modifies the clipping
// volume and viewport
ChangeSize(LOWORD(lParam), HIWORD(lParam));
break;
// The painting function. This message sent by Windows
// whenever the screen needs updating.
case WM_PAINT:
{
// Call OpenGL drawing code
RenderScene();
SwapBuffers(hDC);
// Validate the newly painted client area
ValidateRect(hWnd, NULL);
}
break;
// Windows is telling the application that it may modify
// the system palette. This message in essance asks the
// application for a new palette.
case WM_QUERYNEWPALETTE:
// If the palette was created.
if (hPalette)
{
int nRet;
// Selects the palette into the current device context
SelectPalette(hDC, hPalette, FALSE);
// Map entries from the currently selected palette to
// the system palette. The return value is the number
// of palette entries modified.
nRet = RealizePalette(hDC);
// Repaint, forces remap of palette in current window
InvalidateRect(hWnd, NULL, FALSE);
return nRet;
}
break;
// This window may set the palette, even though it is not the
// currently active window.
case WM_PALETTECHANGED:
// Don't do anything if the palette does not exist, or if
// this is the window that changed the palette.
if ((hPalette != NULL) && ((HWND)wParam != hWnd))
{
// Select the palette into the device context
SelectPalette(hDC, hPalette, FALSE);
// Map entries to system palette
RealizePalette(hDC);
// Remap the current colors to the newly realized palette
UpdateColors(hDC);
return 0;
}
break;
// Key press, check for arrow keys to do cube rotation.
case WM_KEYDOWN:
{
if (wParam == VK_UP)
xRot -= 5.0f;
if (wParam == VK_DOWN)
xRot += 5.0f;
if (wParam == VK_LEFT)
yRot -= 5.0f;
if (wParam == VK_RIGHT)
yRot += 5.0f;
xRot = (const int)xRot % 360;
yRot = (const int)yRot % 360;
InvalidateRect(hWnd, NULL, FALSE);
}
break;
// A menu command
case WM_COMMAND:
{
switch (LOWORD(wParam))
{
// Exit the program
case ID_FILE_EXIT:
DestroyWindow(hWnd);
break;
}
}
break;
default: // Passes it on if unproccessed
return (DefWindowProc(hWnd, message, wParam, lParam));
}
return (0L);
}