|
I've made a simple OpenGL program that displays a Carbon Nanotube bent into a Torus.
A simple Carbon Nanotube bent into a not so simple Torus. Vertics aren't halfassed, they're exact. Controls are Up/Down/Left/Right to rotate, plus and minus to zoom. Code is as follows, based on Jeff Molofee's basecode. Binary link:
#include <windows.h> // Header File For Windows #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 #include <Math.h> #define PI 3.1415 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 float rotation[3]={-90.0f,90.0f,0.0f}; float zoom=-40.0f; 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,10000.0f);
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 } void DrawTop() { glBegin(GL_LINES); for(int x=0;x<8;x++) { //glColor3f(0.0f,1.0f,0.0f); glVertex3f(sin(float((x%8)*PI)/4),cos(float((x%8)*PI)/4),0.0f); //glColor3f(0.0f,1.0f,0.0f); glVertex3f(sin(PI/8+float((x%8)*PI)/4),cos(PI/8+float((x%8)*PI)/4),0.5f); } for(int x=0;x<8;x++) { //glColor3f(1.0f,0.0f,0.0f); glVertex3f(sin(float((x%8)*PI)/4),cos(float((x%8)*PI)/4),0.0f); glVertex3f(sin(-PI/8+float((x%8)*PI)/4),cos(-PI/8+float((x%8)*PI)/4),0.5f);
} glEnd();
} void DrawMid(int x) { if(x==1) { glBegin(GL_LINES); for(int x=0;x<8;x++) { glColor3f(1.0f,0.0f,0.0f); glVertex3f(sin(float((x%8)*PI)/4),cos(float((x%8)*PI)/4),0.0f); glVertex3f(sin(float((x%8)*PI)/4),cos(float((x%8)*PI)/4),0.5f-tan(PI/18.0f)*cos(float((x%8)*PI)/4)); glColor3f(1.0f,1.0f,1.0f); } glEnd(); } else { //glColor3f(0.0f,0.0f,1.0f); glBegin(GL_LINES); for(int x=0;x<8;x++) { glVertex3f(sin(PI/8+float((x%8)*PI)/4),cos(PI/8+float((x%8)*PI)/4),0.0f); glVertex3f(sin(PI/8+float((x%8)*PI)/4),cos(PI/8+float((x%8)*PI)/4),0.5f); } glEnd(); } }
void DrawBot() { glBegin(GL_LINES); for(int x=0;x<8;x++) { //glColor3f(0.0f,1.0f,0.0f); glVertex3f(sin(float((x%8)*PI)/4),cos(float((x%8)*PI)/4),0.0f); glVertex3f(sin(PI/8+float((x%8)*PI)/4),cos(PI/8+float((x%8)*PI)/4),-0.5f); } for(int x=0;x<8;x++) { //glColor3f(1.0f,0.0f,0.0f); glVertex3f(sin(float((x%8)*PI)/4),cos(float((x%8)*PI)/4),0.0f); glVertex3f(sin(-PI/8+float((x%8)*PI)/4),cos(-PI/8+float((x%8)*PI)/4),-0.5f);
} glEnd();
} int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing { glLineWidth(2.0f); glPointSize(3.0f); float Y=0; float Z=0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glLoadIdentity(); // Reset The Current Modelview Matrix glTranslatef(-10.0f,0.0f,zoom); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef(-rotation[0],0.0f,1.f,0.0f); glRotatef(rotation[1],1.0f,0.f,0.0f); for(int x=0;x<360;x++) { DrawTop(); glRotatef(10.0f,1.0f,0.0f,0.0f); glTranslatef(0.0f,0.0f,-0.5f); DrawMid(1); DrawBot(); glTranslatef(0.0f,0.0f,-1.0f); DrawMid(2); glTranslatef(0.0f,0.0f,-0.5f); }
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: { switch (wParam) { case SC_SCREENSAVE: case SC_MONITORPOWER: return 0; } break; }
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 (1) { fullscreen=FALSE; // Windowed Mode }
// Create Our OpenGL Window if (!CreateGLWindow("JonBrant's Carbon Nanotube Torus",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 && !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 First Polygon Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } if (keys[VK_LEFT]) // Is F1 Being Pressed? { keys[VK_LEFT]=FALSE; // If So Make Key FALSE rotation[0]++; } if (keys[VK_RIGHT]) // Is F1 Being Pressed? { keys[VK_RIGHT]=FALSE; // If So Make Key FALSE rotation[0]--; } if (keys[VK_DOWN]) // Is F1 Being Pressed? { keys[VK_DOWN]=FALSE; // If So Make Key FALSE rotation[1]++; } if (keys[VK_UP]) // Is F1 Being Pressed? { keys[VK_UP]=FALSE; // If So Make Key FALSE rotation[1]--; } if (keys[VK_ADD]) // Is F1 Being Pressed? { keys[VK_ADD]=FALSE; // If So Make Key FALSE zoom=zoom+1.0f; } if (keys[VK_SUBTRACT]) // Is F1 Being Pressed? { keys[VK_SUBTRACT]=FALSE; // If So Make Key FALSE zoom=zoom-1.0f; } } }
// Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program } |