|
dev.gamez.lv Latvian Game Developers Community
|
View previous topic :: View next topic |
Author |
Message |
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 10:06 am Post subject: problēmas ar Ortho Mode.. |
|
Bildei vajadzeetu paraadiities pa visu ekraanu, bet man vinju vispaar neraada!
Kods te:
Code: | OrthoMode(0, 0, 800, 600);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, h_Texture[1]);
glBegin(GL_QUADS);
// Display the top left point of the 2D image
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, 0);
// Display the bottom left point of the 2D image
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, SCREEN_HEIGHT);
// Display the bottom right point of the 2D image
glTexCoord2f(1.0f, 0.0f); glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
// Display the top right point of the 2D image
glTexCoord2f(1.0f, 1.0f); glVertex2f(SCREEN_WIDTH, 0);
// Stop drawing
glEnd();
glEnable(GL_DEPTH_TEST);
PerspectiveMode();
|
maybe kaads zin kas par probzu? _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
gazz
Joined: 03 Jan 2004 Posts: 355 Location: Teika
|
Posted: Wed Aug 18, 2004 10:27 am Post subject: |
|
hmmm patiesi nezinu - man taws kods straadaa, mosh wienkaarshi ar textuuras ielaadi tew ir probleemas. Ieliku ieksh nehe 6 tutoriaalja - pieliku OrthoMode un PerspectiveMode funkcijas un ripo ka priex! |
|
Back to top |
|
|
bubu Indago Uzvarētājs
Joined: 23 Mar 2004 Posts: 3223 Location: Riga
|
Posted: Wed Aug 18, 2004 10:29 am Post subject: |
|
Vo vo, ar tekstūru iespējams ir problēmas. Tu pamēģini izvadīt vienā krāsā iekrāsotu taisnstūri labāk, tad redzēs. |
|
Back to top |
|
|
GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
|
Posted: Wed Aug 18, 2004 11:09 am Post subject: |
|
Varbuut paraadi kas tev sleepjas funkcijaa OrthoMode()? Varbuut tur esi kaadu matricu operaaciju aizmirsis? _________________
|
|
Back to top |
|
|
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 11:13 am Post subject: |
|
Hmm, taa arii meegginaashu, tikko izmeegginaaju uz Nehe 6 tut. tur viss sanaaca kaa naakas. _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 11:23 am Post subject: |
|
Domaaju ka ar orthoMode funkciju viss ir kaartiibaa, jo man gaaja uz NH6 tuta..
P.S. interesanti ir tas, ka ja nokomentee: OrthoMode(0, 0, 800, 600);
tad ieloadotaa bilde paraadaas, tikai 3d videe... _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
|
Posted: Wed Aug 18, 2004 11:28 am Post subject: |
|
Nu tad varbuut paraadi tomeer to funkciju Varbuut tur esi aizmirsis kaadu glLoadIdentity vai glMatrixMode, kas tieshi ir izdariits NeHe's tutoriaalii tajaa vietaa, kur tu iespraud savu kodu... _________________
|
|
Back to top |
|
|
gazz
Joined: 03 Jan 2004 Posts: 355 Location: Teika
|
Posted: Wed Aug 18, 2004 11:31 am Post subject: |
|
es piem izmantoju shaadas:
Code: |
void OrthoMode(int left, int top, int right, int bottom) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho( left, right, bottom, top, 0, 1 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void PerspectiveMode() {
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
|
|
|
Back to top |
|
|
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 11:33 am Post subject: |
|
Jaa, tieshi taas pashas!
Redzkur it:
Code: | /*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
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]; // 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 xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )
GLuint texture[1]; // Storage For One Texture ( NEW )
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[1]; // Create Storage Space For The Texture
memset(TextureImage,0,sizeof(void *)*1); // Set The Pointer To NULL
// Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
if (TextureImage[0]=LoadBMP("Data/NeHe.bmp"))
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(1, &texture[0]); // Create The Texture
// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
if (TextureImage[0]) // If Texture Exists
{
if (TextureImage[0]->data) // If Texture Image Exists
{
free(TextureImage[0]->data); // Free The Texture Image Memory
}
free(TextureImage[0]); // Free The Image Structure
}
return Status; // Return The Status
}
GLvoid 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(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
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
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
}
/**************************************************************************
SHEIT:
**************************************************************************/
void OrthoMode(int left, int top, int right, int bottom)
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho( left, right, bottom, top, 0, 1 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void PerspectiveMode()
{
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
/**************************************************************************
END
**************************************************************************/
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 View
glTranslatef(0.0f,0.0f,-5.0f);
glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
/**************************************************************************
SHEIT:
**************************************************************************/
OrthoMode(0, 0, 800, 600);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS);
// Display the top left point of the 2D image
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, 0);
// Display the bottom left point of the 2D image
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, 600);
// Display the bottom right point of the 2D image
glTexCoord2f(1.0f, 0.0f); glVertex2f(800, 600);
// Display the top right point of the 2D image
glTexCoord2f(1.0f, 1.0f); glVertex2f(800, 0);
// Stop drawing
glEnd();
glEnable(GL_DEPTH_TEST);
PerspectiveMode();
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,"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) */
BOOL CreateGLWindow(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
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 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
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 The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
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)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE; // 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
// 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
}
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
{
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: // 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
}
// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",800,600,16,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 Texture Mapping Tutorial",800,600,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program
}
| [/code] _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
|
Posted: Wed Aug 18, 2004 11:44 am Post subject: |
|
Nu shitajaa peedeejaa kodaa ko Digital-X iepostoja visam buutu jaabuut ok, vai arii shitas ir tas variants, kur viss straadaa?(Ja jaa, tad iemet to, kas nestraadaa) Un taa OrthoMode izskatas, dereetu arii jebkuraa citaa liidziigaa vietaa... _________________
|
|
Back to top |
|
|
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 11:53 am Post subject: |
|
tas ko es iepostoju tas ir tas kur viss sanaaca :?
kopeeshu izmantotaats daljas... (koda ir daudz)
Code: |
main.cpp
UINT h_Texture[50] = {0};
...
CreateHudTexture(h_Texture, "cube.bmp",1);
...
void RenderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
{LEVEL RENDERINGS}
//HUD Drawing!
OrthoMode(0, 0, 800, 600);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, h_Texture[1]);
glBegin(GL_QUADS);
// Display the top left point of the 2D image
glTexCoord2f(0.0f, 1.0f); glVertex2f(0, 0);
// Display the bottom left point of the 2D image
glTexCoord2f(0.0f, 0.0f); glVertex2f(0, SCREEN_HEIGHT);
// Display the bottom right point of the 2D image
glTexCoord2f(1.0f, 0.0f); glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
// Display the top right point of the 2D image
glTexCoord2f(1.0f, 1.0f); glVertex2f(SCREEN_WIDTH, 0);
// Stop drawing
glEnd();
glEnable(GL_DEPTH_TEST);
PerspectiveMode();
SwapBuffers(g_hDC);
}
==========================================
init.cpp
void CreateHudTexture(UINT textureArray[], LPSTR strFileName, int textureID)
{
AUX_RGBImageRec *pBitmap = NULL;
if(!strFileName) // Return from the function if no file name was passed in
return;
// We need to load the texture data, so we use a cool API that the glaux.lib offers.
pBitmap = auxDIBImageLoad(strFileName); // Load the bitmap and store the data
if(pBitmap == NULL) // If we can't load the file, quit!
exit(0);
// Generate a texture with the associative texture ID stored in the array
glGenTextures(1, &textureArray[textureID]);
// Bind the texture to the texture arrays index and init the texture
glBindTexture(GL_TEXTURE_2D, textureArray[textureID]);
// Build Mipmaps (builds different versions of the picture for distances - looks better)
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, pBitmap->sizeX, pBitmap->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pBitmap->data);
// Lastly, we need to tell OpenGL the quality of our texture map. GL_LINEAR_MIPMAP_LINEAR
// is the smoothest. GL_LINEAR_MIPMAP_NEAREST is faster than GL_LINEAR_MIPMAP_LINEAR,
// but looks blochy and pixilated. Good for slower computers though.
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR_MIPMAP_LINEAR);
// Now we need to free the bitmap data that we loaded since openGL stored it as a texture
if (pBitmap) // If we loaded the bitmap
{
if (pBitmap->data) // If there is texture data
{
free(pBitmap->data); // Free the texture data, we don't need it anymore
}
free(pBitmap); // Free the bitmap structure
}
}
| [/code] _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
|
Posted: Wed Aug 18, 2004 12:01 pm Post subject: |
|
Un taatad, ja izkomentee orthomode, tad tas quad uzziimeejaas kaut kur, ja? Ja taa, tad es tieshaam nezinu, kas pa lietu, sorre te vismaz neredz probleemu, jaameklee citaa vietaa... _________________
|
|
Back to top |
|
|
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 12:05 pm Post subject: |
|
jaa, tur ir tas pats diivainaakais! Es domaaju ka jaaliek kautkaads glBlendFunc(). Bet ok, gan kautko izdomaashu _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
GiGa Indago Uzvarētājs
Joined: 25 Sep 2003 Posts: 887
|
Posted: Wed Aug 18, 2004 12:08 pm Post subject: |
|
Pag, pag, tev tur veel ir iesleegts blendings? Tad gan dereetu zinaat kas tev taja glBlendFunc ir salikts...
Un veel, neliek mieru man shitaa probleema vieniiga vieta, kur vareetu buut proba ir taa OrthoMode... tu esi 100% paarliecinaats, ka shitaja progaa tev arii taa OrthoMode funkcija ir tieshi taada pati? _________________
|
|
Back to top |
|
|
Digital-X
Joined: 11 Jan 2004 Posts: 79
|
Posted: Wed Aug 18, 2004 12:18 pm Post subject: |
|
Jaa, 100% Paarliecinats! Es meginaaju gan ar, gan bez. bez nesanaak, un ar arii nee. Bija shaads: glBlendFunc(GL_DST_COLOR,GL_ZERO); _________________ Security: http://www.netsec.lv/forums/ |
|
Back to top |
|
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|