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code.cpp
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code.cpp
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#include <windows.h> // Header File For Windows
#include <math.h> // Header File For Math Library Routines
#include <string.h> // ???????????? ???? ??? Windows
#include <time.h> // ???????????? ???? ??? ??????????? ?????????? ?????/??????(?????)
#include <gl\gl.h> // ???????????? ???? ??? ?????????? OpenGL32
#include <gl\glu.h> // ???????????? ???? ??? ?????????? GLu32
//#include <gl\glaux.h> // ???????????? ???? ??? ?????????? GLaux
#include <olectl.h> // ???????????? ???? ??? ??????????
#include <stdarg.h> // Çàãîëîâî÷íûé ôàéë äëÿ ôóíêöèé äëÿ ðàáîòû ñ ïåðåìåííûì
//#include <fstream.h>
#include <mmsystem.h>
#include <math.h>
#include <conio.h>
#include <stdio.h>
#include <malloc.h>
#include <string>
#include <vector>
#include <deque>
#include "samrrr_bibl.h"
#include "out.h"
#include "mur.h"
#include "STRUCTURES.h"
#include "NeHeGL.h" // Header File For NeHeGL
#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking
using namespace std;
static BOOL g_isProgramLooping; // Window Creation Loop, For FullScreen/Windowed Toggle // Between Fullscreen / Windowed Mode
static BOOL g_createFullScreen;
#ifndef CDS_FULLSCREEN // CDS_FULLSCREEN Is Not Defined By Some
#define CDS_FULLSCREEN 4 // Compilers. By Defining It This Way,
#endif // We Can Avoid Errors
int
razokx =/**/640/*/GetSystemMetrics(SM_CXSCREEN)/**/
, razoky =/**/480/*/GetSystemMetrics(SM_CYSCREEN)/**/;
GL_Window window;
GLuint base; // Áàçà ñïèñêà îòîáðàæåíèÿ äëÿ ôîíòà
HDC HDc;
GLuint tex_mur;
int menu = 0;
//#define MAX_AST 30
#define WM_TOGGLEFULLSCREEN (WM_USER+1)
typedef struct // Create A Structure
{
GLubyte *imageData; // Image Data (Up To 32 Bits)
GLuint bpp; // Image Color Depth In Bits Per Pixel.
GLuint width; // Image Width
GLuint height; // Image Height
GLuint texID; // Texture ID Used To Select A Texture
} TextureImage; // Structure Name
MU_ALG mu_alg;
GDATA gen;
//TextureImage textureTGA[60];
GL_Window* g_window; // Window Structure
Keys* g_keys; // Keyboard
struct // Ñîçäàíèå ñòðóêòóðû äëÿ èíôîðìàöèè î òàéìåðå
{
__int64 frequency; // ×àñòîòà òàéìåðà
float resolution; // Òî÷íîñòü òàéìåðà
unsigned long mm_timer_start; // Ñòàðòîâîå çíà÷åíèå ìóëüòèìåäèéíîãî òàéìåðà
unsigned long mm_timer_elapsed; // Ïðîøåäøåå âðåìÿ ìóëüòèìåäèéíîãî òàéìåðà
bool performance_timer; // Èñïîëüçîâàòü âûñîêîòî÷íûé òàéìåð?
__int64 performance_timer_start; // Ñòàðòîâîå çíà÷åíèå âûñîêîòî÷íîãî òàéìåðà
__int64 performance_timer_elapsed; // Ïðîøåäøåå âðåìÿ âûñîêîòî÷íîãî òàéìåðà
} mytimer;
typedef struct
{
float c1, c2, c3, x, y, z;
} ggcam;
#define GUI_LEN_SCROLL 15
struct GMENU
{
int type;//1-button 2-scroll 3-menu 4-text
int aft_menu;//ÈÄ íàäìåíþ -1 ãëàâíîå ìåíþ
char name[100];//Èìÿ ýòîãî
void (*funct)();//Èñïîëíÿåìàÿ ôóíêöèÿ
int* scroll;//Óêàçàòåëü íà èçìåíÿåìîå
int max_scroll, min_scroll;
int sc_mov;
};
class GUI
{
public:
GMENU *menu;
int menus;
int curr_menu;
int selected_scroll;
GUI()
{
menus = 0;
menu = NULL;
curr_menu = -1;
selected_scroll = -1;
}
void ADD(int _t, char*_name, int _af_men = -1,void(*_funct)() = NULL, int*_scroll = NULL, int _min_s = 1, int _max_s = 10,int _sc_mov=1)
{
menu = (GMENU*)realloc(menu,(menus+1)*sizeof(GMENU));
menu[menus].type = _t;
menu[menus].aft_menu = _af_men;
strcpy(menu[menus].name, _name);
menu[menus].scroll = _scroll;
menu[menus].max_scroll = _max_s;
menu[menus].min_scroll = _min_s;
menu[menus].funct = _funct;
menu[menus].sc_mov = _sc_mov;
menus++;
}
void DRAW()
{
int i, r, o, j;
string s;
if (curr_menu != -1)
{
s = (string)"---" + menu[curr_menu].name+ "---";
out.set(0, s);
}
else
{
out.set(0, "---MAIN MENU---");
}
for (i = 0, r = 1; i < menus; i++)
if (curr_menu == menu[i].aft_menu)
{
string s;
s = menu[i].name;
if (menu[i].type == 1)
s = i_to_s(r) + "- (button) " + s;
if (menu[i].type == 2)
{
s = i_to_s(r) + "- (scroll) " + s + " min: " + i_to_s(menu[i].min_scroll) + " max: " + i_to_s(menu[i].max_scroll) + " now:" + i_to_s(*menu[i].scroll);
if (i == selected_scroll)
s = ">>>>>" + s;
}
if (menu[i].type == 3)
s = i_to_s(r) + "- (menu) " + s;
out.set(r, s);
r++;
}
if (curr_menu != -1)
out.set(r, "0- back");
}
void UPD(bool _keys[256])
{
int i, r, o, j;
if (_keys['0'])
if (curr_menu != -1)
curr_menu = menu[curr_menu].aft_menu;
if (selected_scroll != -1)
{
if (_keys[VK_LEFT])
{
*menu[selected_scroll].scroll -= menu[selected_scroll].sc_mov;
if (*menu[selected_scroll].scroll < menu[selected_scroll].min_scroll)
*menu[selected_scroll].scroll = menu[selected_scroll].min_scroll;
}
if (_keys[VK_RIGHT])
{
*menu[selected_scroll].scroll += menu[selected_scroll].sc_mov;
if (*menu[selected_scroll].scroll > menu[selected_scroll].max_scroll)
*menu[selected_scroll].scroll = menu[selected_scroll].max_scroll;
}
}
for (i = 0, r = 1; i < menus; i++)
{
if (curr_menu == menu[i].aft_menu)
{
if (_keys['0' + r])
{
switch (menu[i].type)
{
case 1:
menu[i].funct();
selected_scroll = -1;
return;
case 2:
selected_scroll = i;
return;
case 3:
curr_menu = i;
selected_scroll = -1;
return;
}
}
r++;
}
}
}
};
GUI gameGUI;
ggcam cam;
MOUSE mo;
void circl(float x, float y, float z, float c);
void movveforw(float cam_c, float cam_c1, float cam_c2, float rass, float *cam_x, float *cam_y, float *cam_z);
void movve(float *cam_c, float *cam_c1, float *cam_c2, float x, float y);
GLvoid BuildFont(float heigf) // Build Our Bitmap Font
{
HFONT font; // Windows Font ID
HFONT oldfont; // Used For Good House Keeping
base = glGenLists(96); // Storage For 96 Characters
font = CreateFont(heigf, // Height Of Font
0, // Width Of Font
0, // Angle Of Escapement
0, // Orientation Angle
FW_BOLD, // Font Weight
FALSE, // Italic
FALSE, // Underline
FALSE, // Strikeout
ANSI_CHARSET, // Character Set Identifier
OUT_TT_PRECIS, // Output Precision
CLIP_DEFAULT_PRECIS, // Clipping Precision
ANTIALIASED_QUALITY, // Output Quality
FF_DONTCARE | DEFAULT_PITCH, // Family And Pitch
L"Arial"); // Font Name
oldfont = (HFONT)SelectObject(HDc, font); // Selects The Font We Want
wglUseFontBitmaps(HDc, 32, 96, base); // Builds 96 Characters Starting At Character 32
SelectObject(HDc, oldfont); // Selects The Font We Want
DeleteObject(font); // Delete The Font
}
GLvoid KillFont(GLvoid) // Delete The Font List
{
glDeleteLists(base, 96); // Delete All 96 Characters
}
GLvoid glPrint(const char *fmt, ...) // Custom GL "Print" Routine
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (fmt == NULL) // If There's No Text
return; // Do Nothing
va_start(ap, fmt); // Parses The String For Variables
vsprintf(text, fmt, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glPushAttrib(GL_LIST_BIT); // Pushes The Display List Bits
glListBase(base - 32); // Sets The Base Character to 32
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopAttrib(); // Pops The Display List Bits
}
void TerminateApplication(GL_Window* window) // Terminate The Application
{
PostMessage(window->hWnd, WM_QUIT, 0, 0); // Send A WM_QUIT Message
g_isProgramLooping = FALSE; // Stop Looping Of The Program
}
BOOL ChangeScreenResolution(int width, int height, int bitsPerPixel) // Change The Screen Resolution
{
DEVMODE dmScreenSettings; // Device Mode
ZeroMemory(&dmScreenSettings, sizeof (DEVMODE)); // Make Sure Memory Is Cleared
dmScreenSettings.dmSize = sizeof (DEVMODE); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Select Screen Width
dmScreenSettings.dmPelsHeight = height; // Select Screen Height
dmScreenSettings.dmBitsPerPel = bitsPerPixel; // Select Bits Per Pixel
dmScreenSettings.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
if (ChangeDisplaySettings(&dmScreenSettings, CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
{
return FALSE; // Display Change Failed, Return False
}
return TRUE; // Display Change Was Successful, Return True
}
void ReshapeGL(int width, int height) // Reshape The Window When It's Moved Or Resized
{
glViewport(0, 0, (GLsizei)(width), (GLsizei)(height)); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(90.0f, (GLfloat)(width) / (GLfloat)(height), // Calculate The Aspect Ratio Of The Window
0.1f, 10000.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
KillFont();
BuildFont(-height / 40.0f);
razokx = width;
razoky = height;
}
int dvavx(int i)
{
int r, o = 2;
for (r = 1; r<i; r++)
o *= 2;
return o;
}
float min1(float i, float r)
{
if (i>r)return r;
return i;
}
float abs1(float i)
{
if (i<0)return -i;
return i;
}
float max1(float i, float r)
{
if (i>r)return i;
return r;
}
BOOL CreateWindowGL(GL_Window* window) // This Code Creates Our OpenGL Window
{
DWORD windowStyle = WS_OVERLAPPEDWINDOW; // Define Our Window Style
DWORD windowExtendedStyle = WS_EX_APPWINDOW; // Define The Window's Extended Style
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
window->init.bitsPerPixel, // 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
};
RECT windowRect = { 0, 0, window->init.width, window->init.height }; // Define Our Window Coordinates
GLuint PixelFormat; // Will Hold The Selected Pixel Format
if (window->init.isFullScreen == TRUE) // Fullscreen Requested, Try Changing Video Modes
{
if (ChangeScreenResolution(window->init.width, window->init.height, window->init.bitsPerPixel) == FALSE)
{
// Fullscreen Mode Failed. Run In Windowed Mode Instead
MessageBox(HWND_DESKTOP, L"Mode Switch Failed.\nRunning In Windowed Mode.", L"Error", MB_OK | MB_ICONEXCLAMATION);
window->init.isFullScreen = FALSE; // Set isFullscreen To False (Windowed Mode)
}
else // Otherwise (If Fullscreen Mode Was Successful)
{
//ShowCursor (FALSE); // Turn Off The Cursor
windowStyle = WS_POPUP; // Set The WindowStyle To WS_POPUP (Popup Window)
windowExtendedStyle |= WS_EX_TOPMOST; // Set The Extended Window Style To WS_EX_TOPMOST
} // (Top Window Covering Everything Else)
}
else // If Fullscreen Was Not Selected
{
// Adjust Window, Account For Window Borders
AdjustWindowRectEx(&windowRect, windowStyle, 0, windowExtendedStyle);
}
// Create The OpenGL Window
window->hWnd = CreateWindowEx(windowExtendedStyle, // Extended Style
(LPCWSTR)window->init.application->className, // Class Name
(LPCWSTR)window->init.title, // Window Title
windowStyle, // Window Style
0, 0, // Window X,Y Position
windowRect.right - windowRect.left, // Window Width
windowRect.bottom - windowRect.top, // Window Height
HWND_DESKTOP, // Desktop Is Window's Parent
0, // No Menu
window->init.application->hInstance, // Pass The Window Instance
window);
if (window->hWnd == 0) // Was Window Creation A Success?
{
return FALSE; // If Not Return False
}
window->hDC = GetDC(window->hWnd); // Grab A Device Context For This Window
if (window->hDC == 0) // Did We Get A Device Context?
{
// Failed
DestroyWindow(window->hWnd); // Destroy The Window
window->hWnd = 0; // Zero The Window Handle
return FALSE; // Return False
}
PixelFormat = ChoosePixelFormat(window->hDC, &pfd); // Find A Compatible Pixel Format
if (PixelFormat == 0) // Did We Find A Compatible Format?
{
// Failed
ReleaseDC(window->hWnd, window->hDC); // Release Our Device Context
window->hDC = 0; // Zero The Device Context
DestroyWindow(window->hWnd); // Destroy The Window
window->hWnd = 0; // Zero The Window Handle
return FALSE; // Return False
}
if (SetPixelFormat(window->hDC, PixelFormat, &pfd) == FALSE) // Try To Set The Pixel Format
{
// Failed
ReleaseDC(window->hWnd, window->hDC); // Release Our Device Context
window->hDC = 0; // Zero The Device Context
DestroyWindow(window->hWnd); // Destroy The Window
window->hWnd = 0; // Zero The Window Handle
return FALSE; // Return False
}
window->hRC = wglCreateContext(window->hDC); // Try To Get A Rendering Context
if (window->hRC == 0) // Did We Get A Rendering Context?
{
// Failed
ReleaseDC(window->hWnd, window->hDC); // Release Our Device Context
window->hDC = 0; // Zero The Device Context
DestroyWindow(window->hWnd); // Destroy The Window
window->hWnd = 0; // Zero The Window Handle
return FALSE; // Return False
}
// Make The Rendering Context Our Current Rendering Context
if (wglMakeCurrent(window->hDC, window->hRC) == FALSE)
{
// Failed
wglDeleteContext(window->hRC); // Delete The Rendering Context
window->hRC = 0; // Zero The Rendering Context
ReleaseDC(window->hWnd, window->hDC); // Release Our Device Context
window->hDC = 0; // Zero The Device Context
DestroyWindow(window->hWnd); // Destroy The Window
window->hWnd = 0; // Zero The Window Handle
return FALSE; // Return False
}
ShowWindow(window->hWnd, SW_NORMAL); // Make The Window Visible
window->isVisible = TRUE; // Set isVisible To True
ReshapeGL(window->init.width, window->init.height); // Reshape Our GL Window
ZeroMemory(window->keys, sizeof (Keys)); // Clear All Keys
window->lastTickCount = GetTickCount(); // Get Tick Count
HDc = window->hDC;
return TRUE; // Window Creating Was A Success
}
BOOL DestroyWindowGL(GL_Window* window) // Destroy The OpenGL Window & Release Resources
{
if (window->hWnd != 0) // Does The Window Have A Handle?
{
if (window->hDC != 0) // Does The Window Have A Device Context?
{
wglMakeCurrent(window->hDC, 0); // Set The Current Active Rendering Context To Zero
if (window->hRC != 0) // Does The Window Have A Rendering Context?
{
wglDeleteContext(window->hRC); // Release The Rendering Context
window->hRC = 0; // Zero The Rendering Context
}
ReleaseDC(window->hWnd, window->hDC); // Release The Device Context
window->hDC = 0; // Zero The Device Context
}
DestroyWindow(window->hWnd); // Destroy The Window
window->hWnd = 0; // Zero The Window Handle
}
if (window->init.isFullScreen) // Is Window In Fullscreen Mode
{
ChangeDisplaySettings(NULL, 0); // Switch Back To Desktop Resolution
ShowCursor(TRUE); // Show The Cursor
}
return TRUE; // Return True
}
bool LoadTGA(TextureImage *texture, char *filename, int fff) // Loads A TGA File Into Memory
{
GLubyte TGAheader[12] = { 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // Uncompressed TGA Header
GLubyte TGAcompare[12]; // Used To Compare TGA Header
GLubyte header[6]; // First 6 Useful Bytes From The Header
GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
GLuint temp; // Temporary Variable
GLuint type = GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)
FILE *file = fopen(filename, "rb"); // Open The TGA File
if (file == NULL || // Does File Even Exist?
fread(TGAcompare, 1, sizeof(TGAcompare), file) != sizeof(TGAcompare) || // Are There 12 Bytes To Read?
memcmp(TGAheader, TGAcompare, sizeof(TGAheader)) != 0 || // Does The Header Match What We Want?
fread(header, 1, sizeof(header), file) != sizeof(header)) // If So Read Next 6 Header Bytes
{
if (file == NULL) // Did The File Even Exist? *Added Jim Strong*
return FALSE; // Return False
else // Otherwise
{
fclose(file); // If Anything Failed, Close The File
return FALSE; // Return False
}
}
texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
if (texture->width <= 0 || // Is The Width Less Than Or Equal To Zero
texture->height <= 0 || // Is The Height Less Than Or Equal To Zero
(header[4] != 24 && header[4] != 32)) // Is The TGA 24 or 32 Bit?
{
fclose(file); // If Anything Failed, Close The File
return FALSE; // Return False
}
texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
bytesPerPixel = texture->bpp / 8; // Divide By 8 To Get The Bytes Per Pixel
imageSize = (texture->width)*(texture->height)*bytesPerPixel; // Calculate The Memory Required For The TGA Data
//imageSize =128*128*128;
texture->imageData = (GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data
if (texture->imageData == NULL || // Does The Storage Memory Exist?
fread(texture->imageData, 1, imageSize, file) != imageSize) // Does The Image Size Match The Memory Reserved?
{
if (texture->imageData != NULL) // Was Image Data Loaded
free(texture->imageData); // If So, Release The Image Data
fclose(file); // Close The File
return FALSE; // Return False
}
for (GLuint i = 0; i<int(imageSize); i += bytesPerPixel) // Loop Through The Image Data
{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
temp = texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
}
fclose(file); // Close The File
// Build A Texture From The Data
glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs
glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, fff); // Linear Filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, fff); // Linear Filtered
if (texture[0].bpp == 24) // Was The TGA 24 Bits
{
type = GL_RGB; // If So Set The 'type' To GL_RGB
}
glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
return true; // Texture Building Went Ok, Return True
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
DWORD tickCount; // Used For The Tick Counter
// Get The Window Context
GL_Window* window = (GL_Window*)(GetWindowLong(hWnd, GWL_USERDATA));
switch (uMsg) // Evaluate Window Message
{
case WM_PAINT: // Window Needs Updating
{
tickCount = GetTickCount(); // Get The Tick Count
Update(tickCount - window->lastTickCount); // Update The Counter
window->lastTickCount = tickCount; // Set Last Count To Current Count
Draw(); // Draw Our Scene
SwapBuffers(window->hDC); // Swap Buffers (Double Buffering)
}
return 0; // Return
case WM_MOUSEMOVE:
mo.x = LOWORD(lParam);
mo.y = HIWORD(lParam);
break;
case WM_LBUTTONDOWN:
mo.l_press = 1;
break;
case WM_LBUTTONUP:
mo.l_press = 0;
break;
case WM_RBUTTONDOWN:
mo.r_press = 1;
break;
case WM_RBUTTONUP:
mo.r_press = 0;
break;
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
}
return 0; // Return
case WM_CREATE: // Window Creation
{
CREATESTRUCT* creation = (CREATESTRUCT*)(lParam); // Store Window Structure Pointer
window = (GL_Window*)(creation->lpCreateParams);
SetWindowLong(hWnd, GWL_USERDATA, (LONG)(window));
}
return 0; // Return
case WM_CLOSE: // Closing The Window
TerminateApplication(window); // Terminate The Application
return 0; // Return
case WM_SIZE: // Size Action Has Taken Place
switch (wParam) // Evaluate Size Action
{
case SIZE_MINIMIZED: // Was Window Minimized?
window->isVisible = FALSE; // Set isVisible To False
return 0; // Return
case SIZE_MAXIMIZED: // Was Window Maximized?
window->isVisible = TRUE; // Set isVisible To True
ReshapeGL(LOWORD(lParam), HIWORD(lParam)); // Reshape Window - LoWord=Width, HiWord=Height
return 0; // Return
case SIZE_RESTORED: // Was Window Restored?
window->isVisible = TRUE; // Set isVisible To True
ReshapeGL(LOWORD(lParam), HIWORD(lParam)); // Reshape Window - LoWord=Width, HiWord=Height
return 0; // Return
}
break; // Break
case WM_KEYDOWN: // Update Keyboard Buffers For Keys Pressed
if ((wParam >= 0) && (wParam <= 255)) // Is Key (wParam) In A Valid Range?
{
window->keys->keyDown[wParam] = TRUE; // Set The Selected Key (wParam) To True
return 0; // Return
}
break; // Break
case WM_KEYUP: // Update Keyboard Buffers For Keys Released
if ((wParam >= 0) && (wParam <= 255)) // Is Key (wParam) In A Valid Range?
{
window->keys->keyDown[wParam] = FALSE; // Set The Selected Key (wParam) To False
return 0; // Return
}
break; // Break
case WM_TOGGLEFULLSCREEN: // Toggle FullScreen Mode On/Off
g_createFullScreen = (g_createFullScreen == TRUE) ? FALSE : TRUE;
PostMessage(hWnd, WM_QUIT, 0, 0);
break; // Break
}
return DefWindowProc(hWnd, uMsg, wParam, lParam); // Pass Unhandled Messages To DefWindowProc
}
BOOL RegisterWindowClass(Application* application) // Register A Window Class For This Application.
{ // TRUE If Successful
// Register A Window Class
WNDCLASSEX windowClass; // Window Class
ZeroMemory(&windowClass, sizeof (WNDCLASSEX)); // Make Sure Memory Is Cleared
windowClass.cbSize = sizeof (WNDCLASSEX); // Size Of The windowClass Structure
windowClass.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraws The Window For Any Movement / Resizing
windowClass.lpfnWndProc = (WNDPROC)(WindowProc); // WindowProc Handles Messages
windowClass.hInstance = application->hInstance; // Set The Instance
windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW + 1; // Class Background Brush Color
windowClass.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
windowClass.lpszClassName = (LPCWSTR)application->className; // Sets The Applications Classname
if (RegisterClassEx(&windowClass) == 0) // Did Registering The Class Fail?
{
// NOTE: Failure, Should Never Happen
MessageBox(HWND_DESKTOP, L"RegisterClassEx Failed!", L"Error", MB_OK | MB_ICONEXCLAMATION);
return FALSE; // Return False (Failure)
}
return TRUE; // Return True (Success)
}
void alg_gen()
{
mu_alg.init(800, 800, gen);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
int i, r, o, j;
gen.foods = 400;
gen.food_pixel = 10;
gen.mur_fooders = 400;
gen.mur_sco = 100;
gen.stones = 100;
gen.stone_size = 10;
cam.x = 400;
cam.y = 400;
cam.z = -400;
gameGUI.ADD(3, "Controll model", -1);
gameGUI.ADD(3, "Controll gen", -1);
gameGUI.ADD(3, "Graphs", -1);
//gameGUI.ADD(3, "B5", -1);
gameGUI.ADD(4, "O-zoom in", 0);
gameGUI.ADD(4, "P-zoom out", 0);
gameGUI.ADD(4, "WASD-move", 0);
gameGUI.ADD(4, "F-add food", 0);
string s;
gameGUI.ADD(2, "stones", 1,NULL,&gen.stones,0,1000,100);
s = "stones('Q'+ 'W'-):" + i_to_s(gen.stones);
gameGUI.ADD(4, (char*)s.data(), 1);
s = "stone size('A'+ 'S'-):" + i_to_s(gen.stone_size);
gameGUI.ADD(4, (char*)s.data(), 1);
s = "foods('Z'+ 'X'-):" + i_to_s(gen.foods);
gameGUI.ADD(4, (char*)s.data(), 1);
s = "food per pixel('R'+ 'T'-):" + i_to_s(gen.food_pixel);
gameGUI.ADD(4, (char*)s.data(), 1);
s = "ant scouts('F'+ 'G'-):" + i_to_s(gen.mur_sco);
gameGUI.ADD(4, (char*)s.data(), 1);
s = "ant fooders('V'+ 'B'-):" + i_to_s(gen.mur_fooders);
gameGUI.ADD(4, (char*)s.data(), 1);
gameGUI.ADD(1, "GENERATE NEW", 1, alg_gen);
Application application; // Window Structure
Keys keys; // Key Structure
BOOL isMessagePumpActive; // Message Pump Active?
MSG msg; // Window Message Structure
// Fill Out Application Data
application.className = "OpenGL"; // Application Class Name
application.hInstance = hInstance; // Application Instance
// Fill Out Window
ZeroMemory(&window, sizeof (GL_Window)); // Make Sure Memory Is Zeroed
window.keys = &keys; // Window Key Structure
window.init.application = &application; // Window Application
// Window Title
window.init.title = "T\0I\0T\0L\0E\0 \0W\0I\0N\0D\0O\0W\0"; // Tutorial Title
window.init.width = razokx; // Window Width
window.init.height = razoky; // Window Height
window.init.bitsPerPixel = 32; // Bits Per Pixel
window.init.isFullScreen = TRUE; // Fullscreen? (Set To TRUE)
ZeroMemory(&keys, sizeof (Keys)); // Zero keys Structure
// Ask The User If They Want To Start In FullScreen Mode? (Remove These 4 Lines If You Want To Force Fullscreen)
if (MessageBox(HWND_DESKTOP, L"Would You Like To Run In Fullscreen Mode?", L"Start FullScreen?", MB_YESNO | MB_ICONQUESTION) == IDNO)
{
window.init.isFullScreen = FALSE; // If Not, Run In Windowed Mode
}
// Register A Class For Our Window To Use
if (RegisterWindowClass(&application) == FALSE) // Did Registering A Class Fail?
{
// Failure
MessageBox(HWND_DESKTOP, L"Error Registering Window Class!", L"Error", MB_OK | MB_ICONEXCLAMATION);
return -1; // Terminate Application
}
g_isProgramLooping = TRUE; // Program Looping Is Set To TRUE
g_createFullScreen = window.init.isFullScreen; // g_createFullScreen Is Set To User Default
while (g_isProgramLooping) // Loop Until WM_QUIT Is Received
{
// Create A Window
window.init.isFullScreen = g_createFullScreen; // Set Init Param Of Window Creation To Fullscreen?
if (CreateWindowGL(&window) == TRUE) // Was Window Creation Successful?
{
// At This Point We Should Have A Window That Is Setup To Render OpenGL
if (Initialize(&window, &keys) == FALSE)
{
// Failure
TerminateApplication(&window); // Close Window, This Will Handle The Shutdown
}
else // Otherwise (Start The Message Pump)
{
isMessagePumpActive = TRUE; // Set isMessagePumpActive To TRUE
while (isMessagePumpActive == TRUE) // While The Message Pump Is Active
{
// Success Creating Window. Check For Window Messages
if (PeekMessage(&msg, window.hWnd, 0, 0, PM_REMOVE) != 0)
{
// Check For WM_QUIT Message
if (msg.message != WM_QUIT) // Is The Message A WM_QUIT Message?
{
DispatchMessage(&msg); // If Not, Dispatch The Message
}
else // Otherwise (If Message Is WM_QUIT)
{
isMessagePumpActive = FALSE; // Terminate The Message Pump
}
}
else // If There Are No Messages
{
if (window.isVisible == FALSE) // If Window Is Not Visible
{
WaitMessage(); // Application Is Minimized Wait For A Message
}
}
} // Loop While isMessagePumpActive == TRUE
} // If ( (...
// Application Is Finished
Deinitialize(); // User Defined DeInitialization
DestroyWindowGL(&window); // Destroy The Active Window
}
else // If Window Creation Failed
{
// Error Creating Window
MessageBox(HWND_DESKTOP, L"Error Creating OpenGL Window", L"Error", MB_OK | MB_ICONEXCLAMATION);
g_isProgramLooping = FALSE; // Terminate The Loop
}
} // While (isProgramLooping)
UnregisterClass((LPCWSTR)application.className, application.hInstance); // UnRegister Window Class
return 0;
} // End Of WinMain()
void ToggleFullscreen(GL_Window* window) // Toggle Fullscreen/Windowed
{
PostMessage(window->hWnd, WM_TOGGLEFULLSCREEN, 0, 0); // Send A WM_TOGGLEFULLSCREEN Message
}
void putknopk(float x, float y, float x1, float y1, char* textinkn)
{
int i, r, o, j, q, w, a, b, c, d;
glDisable(GL_TEXTURE_2D);
glColor3f(0, 0, 0);
glBegin(GL_POLYGON);
glVertex3f(x - 1, 1 - (y), -1);
glVertex3f(x - 1, 1 - (y1), -1);
glVertex3f(x1 - 1, 1 - (y1), -1);
glVertex3f(x1 - 1, 1 - (y), -1);
glEnd();
glColor3f(1, 1, 1);
glBegin(GL_POLYGON);
glVertex3f(x + 0.01 - 1, 1 - (y + 0.01), -1);
glVertex3f(x + 0.01 - 1, 1 - (y1 - 0.01), -1);
glVertex3f(x1 - 0.01 - 1, 1 - (y1 - 0.01), -1);
glVertex3f(x1 - 0.01 - 1, 1 - (y + 0.01), -1);
glEnd();
glColor3f(0, 0, 0);
glRasterPos3f(x + 0.015 - 1, 1 - (y1 + y) / 2 - 0.014, -1);
glPrint(textinkn);
}
int BuildTexture(char *szPathName, GLuint &texid) // Load Image And Convert To A Texture
{
HDC hdcTemp; // The DC To Hold Our Bitmap
HBITMAP hbmpTemp; // Holds The Bitmap Temporarily
IPicture *pPicture; // IPicture Interface
OLECHAR wszPath[MAX_PATH + 1]; // Full Path To Picture (WCHAR)
char szPath[MAX_PATH + 1]; // Full Path To Picture
TCHAR szPathDD[MAX_PATH + 1];
long lWidth; // Width In Logical Units
long lHeight; // Height In Logical Units
long lWidthPixels; // Width In Pixels
long lHeightPixels; // Height In Pixels
GLint glMaxTexDim; // Holds Maximum Texture Size
if (strstr(szPathName, "http://")) // If PathName Contains http:// Then...
{
strcpy(szPath, szPathName); // Append The PathName To szPath
}
else // Otherwise... We Are Loading From A File
{
//GetCurrentDirectory(MAX_PATH, szPathDD); // Get Our Working Directory
CharToOem(szPathDD, szPath);
strcat(szPath, "\\"); // Append "\" After The Working Directory
strcat(szPath, szPathName); // Append The PathName
}
MultiByteToWideChar(CP_ACP, 0, szPath, -1, wszPath, MAX_PATH); // Convert From ASCII To Unicode
HRESULT hr = OleLoadPicturePath(wszPath, 0, 0, 0, IID_IPicture, (void**)&pPicture);
if (FAILED(hr)) // If Loading Failed
return FALSE; // Return False
hdcTemp = CreateCompatibleDC(GetDC(0)); // Create The Windows Compatible Device Context
if (!hdcTemp) // Did Creation Fail?
{
pPicture->Release(); // Decrements IPicture Reference Count
return FALSE; // Return False (Failure)
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glMaxTexDim); // Get Maximum Texture Size Supported
pPicture->get_Width(&lWidth); // Get IPicture Width (Convert To Pixels)
lWidthPixels = MulDiv(lWidth, GetDeviceCaps(hdcTemp, LOGPIXELSX), 2540);
pPicture->get_Height(&lHeight); // Get IPicture Height (Convert To Pixels)
lHeightPixels = MulDiv(lHeight, GetDeviceCaps(hdcTemp, LOGPIXELSY), 2540);
// Resize Image To Closest Power Of Two
if (lWidthPixels <= glMaxTexDim) // Is Image Width Less Than Or Equal To Cards Limit
lWidthPixels = 1 << (int)floor((log((double)lWidthPixels) / log(2.0f)) + 0.5f);
else // Otherwise Set Width To "Max Power Of Two" That The Card Can Handle
lWidthPixels = glMaxTexDim;
if (lHeightPixels <= glMaxTexDim) // Is Image Height Greater Than Cards Limit
lHeightPixels = 1 << (int)floor((log((double)lHeightPixels) / log(2.0f)) + 0.5f);
else // Otherwise Set Height To "Max Power Of Two" That The Card Can Handle
lHeightPixels = glMaxTexDim;
// Create A Temporary Bitmap
BITMAPINFO bi = { 0 }; // The Type Of Bitmap We Request
DWORD *pBits = 0; // Pointer To The Bitmap Bits
bi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER); // Set Structure Size
bi.bmiHeader.biBitCount = 32; // 32 Bit
bi.bmiHeader.biWidth = lWidthPixels; // Power Of Two Width
bi.bmiHeader.biHeight = lHeightPixels; // Make Image Top Up (Positive Y-Axis)
bi.bmiHeader.biCompression = BI_RGB; // RGB Encoding
bi.bmiHeader.biPlanes = 1; // 1 Bitplane
// Creating A Bitmap This Way Allows Us To Specify Color Depth And Gives Us Imediate Access To The Bits
hbmpTemp = CreateDIBSection(hdcTemp, &bi, DIB_RGB_COLORS, (void**)&pBits, 0, 0);
if (!hbmpTemp) // Did Creation Fail?
{
DeleteDC(hdcTemp); // Delete The Device Context
pPicture->Release(); // Decrements IPicture Reference Count
return FALSE; // Return False (Failure)
}
SelectObject(hdcTemp, hbmpTemp); // Select Handle To Our Temp DC And Our Temp Bitmap Object
// Render The IPicture On To The Bitmap
pPicture->Render(hdcTemp, 0, 0, lWidthPixels, lHeightPixels, 0, lHeight, lWidth, -lHeight, 0);
// Convert From BGR To RGB Format And Add An Alpha Value Of 255
for (long i = 0; i < lWidthPixels * lHeightPixels; i++) // Loop Through All Of The Pixels
{
BYTE* pPixel = (BYTE*)(&pBits[i]); // Grab The Current Pixel
BYTE temp = pPixel[0]; // Store 1st Color In Temp Variable (Blue)
pPixel[0] = pPixel[2]; // Move Red Value To Correct Position (1st)
pPixel[2] = temp; // Move Temp Value To Correct Blue Position (3rd)
pPixel[3] = 255; // Set The Alpha Value To 255