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Thema: C++/OpenGL -> 3D-Objekt-Müll

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  1. #1

    Kernle 32DLL Gast

    C++/OpenGL -> 3D-Objekt-Müll

    Hi !

    Ich weis,der Threadname sagt nicht viel aus,aber mir fällt im moment nix
    besseres ein.Also,ich habe folgendes Problem:

    Seit kurzen,bastle ich jetzt mit C++ und OpenGL rum.Ja,und nebenbei
    gucke ich mir den Sourcecode des Spiels Warzone 2100 an.

    Darin sind die 3D-Modelle,also Gebäude,Rümpfe,Antriebe,ect. drin.
    Leider sind diese im .pie format abgespeichert und lassen sich nur
    mit einem speziellen Tool öffnen.Tja,und wenn man dann ein Modell
    öffnet sieht das so aus:

    http://kernel32dll.ke.funpic.de/Other%20things/Pic1.png
    http://kernel32dll.ke.funpic.de/Other%20things/Pic2.png

    Wie man sieht: Alles in Ordnung.Außerdem kann man noch in einem
    Fenster an der Seite (nicht im Bild) die einzelnen Punkte "markieren".
    Das sind genau 125 Punkte.Soooo,und was hat das mit meinem problem
    zu tuhen ??? Tja, wenn man in C++/OpenGL ein 3D-Modell "zeichnet"
    gibt man ja auch die einzelnen Punkte an.Also dachte ich mir,dann
    sagt ich C++/OpenGL einfach,das er halt an diesen Punkten zeichnen soll.
    Also einfach die gleichen Cordinaten des 3D-Modells zu benutzen.

    Gesagt,getahn (anmerkung: öffnet man den .pie File mit einem texteditor,
    kann man mit Copy&Paste die Cordinaten direkt aus der Datei in C++/OpenGL
    einfügen).So,Code kompliert,und was kam raus ? "3D-Objekt-Müll".

    http://kernel32dll.ke.funpic.de/Other%20things/Pic3.png

    Weiß einer wodran das liegen könnte ?
    Hab was davon gehört das man im "Uhrzeigersinn" zeichnen muss.
    Naja,der Code: (Mods,nicht böse sein falls das irgentwie zu lang ist oder
    so. Bei bedarf löche ich es auch sofort wieder)

    Zitat Zitat von C++/OpenGL
    //-------------------------------------------------------------------------------------------------
    //Include important things
    //-------------------------------------------------------------------------------------------------

    #include <windows.h> // Header File For Windows
    #include <stdio.h> // Header File For ???
    #include <stdarg.h> // Header File For ???
    #include <stdlib.h> // Header File For ???
    #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

    //-------------------------------------------------------------------------------------------------
    //Variable Defintion & More
    //-------------------------------------------------------------------------------------------------

    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 rpoly; // Angle For The Polygon
    int Cubeturn; // Variable Definition For Cube Rotation

    //-------------------------------------------------------------------------------------------------
    //Main setup
    //-------------------------------------------------------------------------------------------------

    LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

    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
    {
    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
    }

    //-------------------------------------------------------------------------------------------------
    //OpenGL drawing and more
    //-------------------------------------------------------------------------------------------------

    int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
    {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
    glLoadIdentity(); // Reset The Current Modelview Matrix

    //---------------------
    glTranslatef(0.0f,0.0f,-20.0f);
    //-------
    glRotatef(rpoly,1.0f,1.0f,0.0f);

    glColor3f(0.5f,0.5f,0.9f);

    glBegin(GL_POLYGON);
    //------
    glVertex3f( -1.0f, -1.0f, 1.0f);
    glVertex3f( -6.5f, -0.0f, -2.7f );
    glVertex3f( -2.7f, -0.0f, -6.5f );
    glVertex3f( -2.7f, -6.5f, -6.5f );
    glVertex3f( -6.5f, -6.5f, -2.7f );
    glVertex3f( 2.7f, -0.0f, -6.5f );
    glVertex3f( 2.7f, -6.5f, -6.5f );
    glVertex3f( 6.5f, -0.0f, -2.7f );
    glVertex3f( 6.5f, -6.5f, -2.7f );
    glVertex3f( 6.5f, -0.0f, 2.7f );
    glVertex3f( 6.5f, -6.5f, 2.7f );
    glVertex3f( 2.7f, -0.0f, 6.5f );
    glVertex3f( 2.7f, -6.5f, 6.5f );
    glVertex3f( -2.7f, -0.0f, 6.5f );
    glVertex3f( -2.7f, -6.5f, 6.5f );
    glVertex3f( -6.5f, -0.0f, 2.7f );
    glVertex3f( -6.5f, -6.5f, 2.7f );
    glVertex3f( -0.0f, -6.5f, -0.0f );
    glVertex3f( 1.3f, -6.5f, -1.2f );
    glVertex3f( 1.3f, -6.5f, 1.3f );
    glVertex3f( -0.0f, -17.4f, -0.0f );
    glVertex3f( 4.0f, -3.9f, -5.1f );
    glVertex3f( 7.3f, -0.0f, -8.2f );
    glVertex3f( 8.3f, -0.0f, -7.3f );
    glVertex3f( 5.1f, -3.9f, -4.0f );
    glVertex3f( 4.0f, -0.0f, -5.1f );
    glVertex3f( 5.1f, -0.0f, -4.0f );
    glVertex3f( 6.9f, -0.0f, -9.0f );
    glVertex3f( 9.2f, -0.0f, -11.3f );
    glVertex3f( 9.1f, -14.4f, -9.9f );
    glVertex3f( 8.3f, -14.4f, -9.0f );
    glVertex3f( 11.4f, -0.0f, -9.1f );
    glVertex3f( 9.1f, -0.0f, -6.8f );
    glVertex3f( 9.1f, -14.4f, -8.2f );
    glVertex3f( 10.0f, -14.4f, -9.0f );
    glVertex3f( -1.2f, -6.5f, -1.2f );
    glVertex3f( -1.2f, -6.5f, 1.3f );
    glVertex3f( -8.1f, -14.4f, -9.1f );
    glVertex3f( -8.9f, -14.4f, -8.3f );
    glVertex3f( -9.8f, -14.4f, -9.1f );
    glVertex3f( -9.0f, -14.4f, -10.0f );
    glVertex3f( -5.1f, -3.9f, -4.0f );
    glVertex3f( -8.2f, -0.0f, -7.3f );
    glVertex3f( -7.3f, -0.0f, -8.2f );
    glVertex3f( -4.0f, -3.9f, -5.1f );
    glVertex3f( -5.1f, -0.0f, -4.0f );
    glVertex3f( -4.0f, -0.0f, -5.1f );
    glVertex3f( -6.7f, -0.0f, -9.1f );
    glVertex3f( -8.9f, -0.0f, -6.9f );
    glVertex3f( -11.2f, -0.0f, -9.2f );
    glVertex3f( -9.0f, -0.0f, -11.4f );
    glVertex3f( -9.0f, -14.4f, 8.1f );
    glVertex3f( -8.2f, -14.4f, 8.9f );
    glVertex3f( -9.1f, -14.4f, 9.8f );
    glVertex3f( -9.9f, -14.4f, 9.0f );
    glVertex3f( -4.0f, -3.9f, 5.1f );
    glVertex3f( -7.3f, -0.0f, 8.3f );
    glVertex3f( -8.2f, -0.0f, 7.3f );
    glVertex3f( -5.1f, -3.9f, 4.0f );
    glVertex3f( -4.0f, -0.0f, 5.1f );
    glVertex3f( -5.1f, -0.0f, 4.0f );
    glVertex3f( -9.0f, -0.0f, 6.7f );
    glVertex3f( -6.8f, -0.0f, 8.9f );
    glVertex3f( -9.1f, -0.0f, 11.2f );
    glVertex3f( -11.3f, -0.0f, 9.0f );
    glVertex3f( 8.2f, -14.4f, 9.0f );
    glVertex3f( 9.0f, -14.4f, 8.2f );
    glVertex3f( 9.9f, -14.4f, 9.1f );
    glVertex3f( 9.0f, -14.4f, 9.9f );
    glVertex3f( 5.1f, -3.9f, 4.0f );
    glVertex3f( 8.3f, -0.0f, 7.3f );
    glVertex3f( 7.3f, -0.0f, 8.3f );
    glVertex3f( 4.0f, -3.9f, 5.1f );
    glVertex3f( 5.1f, -0.0f, 4.0f );
    glVertex3f( 4.0f, -0.0f, 5.1f );
    glVertex3f( 6.8f, -0.0f, 9.0f );
    glVertex3f( 9.0f, -0.0f, 6.8f );
    glVertex3f( 11.3f, -0.0f, 9.1f );
    glVertex3f( 9.0f, -0.0f, 11.3f );
    glVertex3f( 4.0f, -6.6f, 5.6f );
    glVertex3f( -3.0f, -6.6f, 5.6f );
    glVertex3f( -3.0f, -6.6f, 4.8f );
    glVertex3f( 4.0f, -6.6f, 4.8f );
    glVertex3f( 4.0f, -6.6f, -4.7f );
    glVertex3f( -3.0f, -6.6f, -4.7f );
    glVertex3f( -3.0f, -6.6f, -5.5f );
    glVertex3f( 4.0f, -6.6f, -5.5f );
    glVertex3f( -4.7f, -3.6f, -5.0f );
    glVertex3f( -4.9f, -3.6f, -4.7f );
    glVertex3f( -6.7f, -1.5f, -6.4f );
    glVertex3f( -6.4f, -1.5f, -6.7f );
    glVertex3f( -5.1f, -3.6f, 4.9f );
    glVertex3f( -4.8f, -3.6f, 5.1f );
    glVertex3f( -6.5f, -1.5f, 6.9f );
    glVertex3f( -6.8f, -1.5f, 6.6f );
    glVertex3f( 4.8f, -3.6f, 5.1f );
    glVertex3f( 5.1f, -3.6f, 4.8f );
    glVertex3f( 6.8f, -1.5f, 6.5f );
    glVertex3f( 6.5f, -1.5f, 6.8f );
    glVertex3f( 5.1f, -3.6f, -4.9f );
    glVertex3f( 4.8f, -3.6f, -5.2f );
    glVertex3f( 6.6f, -1.5f, -6.9f );
    glVertex3f( 6.8f, -1.5f, -6.6f );
    glVertex3f( 4.0f, -6.5f, -5.1f );
    glVertex3f( -5.4f, -6.5f, 3.7f );
    glVertex3f( -5.4f, -0.0f, 3.7f );
    glVertex3f( 4.0f, -6.5f, 5.1f );
    glVertex3f( 5.1f, -6.5f, -4.0f );
    glVertex3f( 4.0f, -4.1f, -5.1f );
    glVertex3f( 5.1f, -3.8f, -4.0f );
    glVertex3f( 4.0f, -3.8f, -5.1f );
    glVertex3f( 5.1f, -6.5f, 4.0f );
    glVertex3f( 4.0f, -4.0f, 5.1f );
    glVertex3f( 5.1f, -4.0f, 4.0f );
    glVertex3f( 4.0f, -3.8f, 5.1f );
    glVertex3f( 5.1f, -3.8f, 4.0f );
    glVertex3f( -5.1f, -6.5f, 4.0f );
    glVertex3f( -4.0f, -6.5f, 5.1f );
    glVertex3f( -5.1f, -4.0f, 4.0f );
    glVertex3f( -4.0f, -4.0f, 5.1f );
    glVertex3f( -5.1f, -3.8f, 4.0f );
    glVertex3f( -4.0f, -3.8f, 5.1f );
    glVertex3f( -4.0f, -6.5f, -5.1f );
    glVertex3f( -5.1f, -6.5f, -4.0f );
    glVertex3f( -4.0f, -3.8f, -5.1f );
    glVertex3f( -5.1f, -3.8f, -4.0f );
    //------
    glEnd();
    //-------

    //---------------------

    if (keys[VK_F2]) // Is F1 Being Pressed?
    {
    keys[VK_F2]=FALSE;
    if (Cubeturn != 1)
    {
    Cubeturn = 1;
    }
    else
    {
    Cubeturn = 0;
    }
    }

    if (Cubeturn == 1) // Is Qrotate = 1 ?
    {
    rpoly+=0.2f;
    }


    return TRUE; // Everything Went OK
    }

    //-------------------------------------------------------------------------------------------------
    //Exiting
    //-------------------------------------------------------------------------------------------------

    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 A 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) */

    //------------

    //-------------------------------------------------------------------------------------------------
    //All window actions
    //-------------------------------------------------------------------------------------------------

    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

    // Set Screen Mode
    {
    fullscreen=TRUE; // Windowed Mode
    }

    // Create Our OpenGL Window
    if (!CreateGLWindow("Test",800,600,32,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) // Program Active?
    {
    if (keys[VK_ESCAPE]) // Was ESC Pressed?
    {
    done=TRUE; // ESC Signalled 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("Test",800,600,32,fullscreen))
    {
    return 0; // Quit If Window Was Not Created
    }

    }
    }
    }

    // Shutdown
    KillGLWindow(); // Kill The Window
    return (msg.wParam); // Exit The Program
    }

    Ich weis,der Code ist ein einziges Durcheinander,aber er funktioniert.
    Hoffe mir kann jemand helfen.


    Gruß:
    Kernle

    PS: Die Bilder loaden up...Dauert noch ein bissel...

    EDIT:
    Ach Shit.... Externen Linken geht nicht.Dann müst ihr wohl einfach unter
    http://kernel32dll.ke.funpic.de/Other%20things/ gehen und dann Pics1.png,
    Pic2.png und Pic3.png so anschauen.


    EDIT2:
    Hmmm,oder ihr benutzt: rechtsklick,speichern unter...

    Geändert von Kernle 32DLL (27.05.2005 um 11:46 Uhr)

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