Tuesday, March 06, 2007

Hey Everybody...
I have just made a fancy mancy robot man!!
Yeaaah..very nice robot man. For all you C++ and opengl looovers, here is the code, with which I made it with:

#include   // Header File For Windows
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
#include // 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

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
}

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,-6.0f); // Move Left 1.5 Units And Into The
Screen 6.0
glBegin(GL_QUADS); // Drawing Using Triangles
glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 1.0f,1.0f, 0.0f); // Bottom Right
glVertex3f(0.0f,1.0f, 0.0f);
glEnd();*/

glTranslatef(0.0f,0.0f,-8.0f);
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 1.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 1.0f,2.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,2.0f, 0.0f);
glEnd();




glTranslatef(0.0f,-3.0f,-8.0f);
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 0.5f, 0.0f, 0.0f); // Top Right
glVertex3f( 0.5f,3.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,3.0f, 0.0f);
glEnd();

glTranslatef(-0.5f,-3.0f,-8.0f);//cuadrado ancho.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 1.5f, 0.0f, 0.0f); // Top Right
glVertex3f( 1.5f,3.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,3.0f, 0.0f);
glEnd();

glTranslatef(-1.5f,-2.0f,-8.0f);
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 3.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 3.0f,1.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,1.0f, 0.0f);
glEnd();

glTranslatef(2.0f,18.0f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( -3.0f, 0.0f, 0.0f); // Top Right
glVertex3f( -3.0f,-1.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,-1.0f, 0.0f);
glEnd();

glTranslatef(-3.0f,2.5f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( -3.0f, 0.0f, 0.0f); // Top Right
glVertex3f( -3.0f,-2.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,-2.0f, 0.0f);
glEnd();

glTranslatef(-3.0f,1.7f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( -3.0f, 0.0f, 0.0f); // Top Right
glVertex3f( -3.0f,-1.5f, 0.0f); // Bottom Right

glVertex3f(0.0f,-1.5f, 0.0f);
glEnd();

glTranslatef(8.0f,5.9f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 4.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 4.0f,-4.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,-4.0f, 0.0f);
glEnd();

glTranslatef(7.0f,-2.0f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 4.5f, 0.0f, 0.0f); // Top Right
glVertex3f( 4.5f,-2.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,-2.0f, 0.0f);
glEnd();

glTranslatef(6.0f,-0.5f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 4.5f, 0.0f, 0.0f); // Top Right
glVertex3f( 4.5f,3.0f, 0.0f); // Bottom Right

glVertex3f(0.0f,3.0f, 0.0f);
glEnd();

glTranslatef(6.5f,4.5f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 2.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 2.0f,-2.0f, 0.0f);
glVertex3f( 0.0f,-2.0f, 0.0f);
glEnd();


glTranslatef(-12.5f,-22.0f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 3.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 3.0f,-13.0f, 0.0f);
glVertex3f( 0.0f,-13.0f, 0.0f);
glEnd();


glTranslatef(-6.0f,-13.0f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 10.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 10.0f,-13.0f, 0.0f);
glVertex3f( 0.0f,-13.0f, 0.0f);
glEnd();

glTranslatef(0.0f,-13.0f,-8.0f);//Brazo.
glBegin(GL_QUADS);


glVertex3f(0.0f, 0.0f, 0.0f); // Top Left
glVertex3f( 4.0f, 0.0f, 0.0f); // Top Right
glVertex3f( 4.0f,2.0f, 0.0f);
glVertex3f( 0.0f,-2.0f, 0.0f);
glEnd();






// Finished Drawing The Triangle
//glTranslatef(0.0f,1.0f,-6.0f); // Move Right 3 Units




return TRUE; // Everything Went OK
}

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 OpenGL Framework",640,480,16,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) // 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("NeHe's OpenGL Framework",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

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


}

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