Source code of Windows XP (NT5)
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1164 lines
31 KiB

/*
* This program renders a wireframe Bezier surface,
* using two-dimensional evaluators.
*/
#include "testres.h"
#include <string.h>
#include <stdio.h>
#include <math.h>
#include <malloc.h>
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include "auxtea.h"
#include "vector.h"
/****************************************************************/
/* Macros */
/****************************************************************/
#define MIN_SAMPLE 5
#define IMAGE_WIDTH 64
#define IMAGE_HEIGHT 64
#define POLY_TEAPOT 11
#define BEZ_TEAPOT 12
#define COORD_SYS 14
#define MAX_NUM_FRAMES 24
#define __glPi ((GLfloat) 3.14159265358979323846)
#define __glDegreesToRadians (__glPi / (GLfloat) 180.0)
/****************************************************************/
/* Typedefs */
/****************************************************************/
typedef struct
{
GLdouble x, y, z;
} Vertex;
enum _render_type {POLYGON_TEAPOT, GLAUX_TEAPOT, BEZIER_TEAPOT,
GLAUX_SSPHERE, GLAUX_WSPHERE, TRIANGLES, LINE, LINES,
SQUARE, EVAL};
/****************************************************************/
/* Globals */
/****************************************************************/
HWND g_hWnd;
HMENU g_hMenu;
HANDLE OutputHandle;
GLenum shade_model = GL_PHONG_WIN;
GLenum phong_hint = GL_NICEST;
GLenum cull_face = GL_BACK;
GLenum front_face = GL_CCW;
BOOL cull_enable = FALSE;
BOOL depth_mode = TRUE;
BOOL timing_enable = FALSE;
BOOL bValidConsole = FALSE;
BOOL doSpin = FALSE;
GLfloat curr_angle=0.0, scale, scale2;
GLint sample = MIN_SAMPLE;
GLint sampleEval = 32;
char drawwithpolys=GL_FALSE ;
BOOL bTexEnable = GL_FALSE, bLightEnable = GL_TRUE;
BOOL bTwoSided = FALSE;
BOOL bColorMaterial = FALSE;
BOOL bNormalize = TRUE;
BOOL bAntiAlias = FALSE;
BOOL bAux = GL_FALSE;
GLfloat sc_x = 1.0, sc_y = 1.0, sc_z = 1.0;
GLint width = IMAGE_WIDTH, height = IMAGE_HEIGHT ;
GLubyte image[3*IMAGE_WIDTH*IMAGE_HEIGHT] ;
GLdouble VTemp ;
GLfloat ctrlpoints[4][4][3] = {
{{-1.5, -1.5, 0.0}, {-0.5, -1.5, 1.0}, {0.5, -1.5, 1.0}, {1.5, -1.5, 0.0}},
{{-1.5, -0.5, 1.0}, {-0.5, -0.5, 3.0}, {0.5, -0.5, 3.0}, {1.5, -0.5, 0.0}},
{{-1.5, 0.5, 1.0}, {-0.5, 0.5, 3.0}, {0.5, 0.5, 3.0}, {1.5, 0.5, 0.0}},
{{-1.5, 1.5, 0.0}, {-0.5, 1.5, 1.0}, {0.5, 1.5, 1.0}, {1.5, 1.5, 0.0}}
};
#if 0
GLfloat ctrlpoints[4][4][3] = {
{{-1.5, -1.5, 4.0}, {-0.5, -1.5, 2.0},
{0.5, -1.5, -1.0}, {1.5, -1.5, 2.0}},
{{-1.5, -0.5, 1.0}, {-0.5, -0.5, 3.0},
{0.5, -0.5, 0.0}, {1.5, -0.5, -1.0}},
{{-1.5, 0.5, 4.0}, {-0.5, 0.5, 0.0},
{0.5, 0.5, 3.0}, {1.5, 0.5, 4.0}},
{{-1.5, 1.5, -2.0}, {-0.5, 1.5, -2.0},
{0.5, 1.5, 0.0}, {1.5, 1.5, -1.0}}
};
#endif
static DWORD startelapsed, endelapsed;
float bsecs=0.0, bavg=0.0, bcum=0.0;
DWORD bnum_frames=0;
float psecs=0.0, pavg=0.0, pcum=0.0;
DWORD pnum_frames=0;
GLfloat texpts[2][2][2] = {{{0.0, 0.0}, {0.0, 1.0}},
{{1.0, 0.0}, {1.0, 1.0}}} ;
enum _render_type render_type = TRIANGLES;
/****************************************************************/
/* Prototypes */
/****************************************************************/
void display() ;
void BezTeapot(GLfloat) ;
void MouseWheel(AUX_MOUSEWHEEL_EVENTREC *);
void CustomizeWnd (HINSTANCE);
LONG APIENTRY MyWndProc(HWND, UINT, UINT, LONG);
void SubclassWindow (HWND, WNDPROC);
ULONG DbgPrint(PSZ Format, ...);
void DrawTris(void);
void DrawSquare(void);
void DrawLines(void);
void DrawEval(void);
void initEval(void);
void init_texture(void);
/****************************************************************/
/* Code */
/****************************************************************/
void
MouseWheel(AUX_MOUSEWHEEL_EVENTREC *mw)
//MouseWheel (int fwKeys, int zDelta, int xPos, int yPos)
{
if (mw->zDelta > 0)
{
sc_x *=1.1;
sc_y *=1.1;
sc_z *=1.1;
}
else
{
sc_x *=0.9;
sc_y *=0.9;
sc_z *=0.9;
}
}
void loadImage(void)
{
int i, j ;
GLubyte col = 0 ;
for(i=0; i<width; i++)
for(j=0; j<height; j++)
if( ((j/8)%2 && (i/8)%2) || (!((j/8)%2) && !((i/8)%2)) )
{
image[(i*height+j)*3] = 127 ;
image[(i*height+j)*3+1] = 127 ;
image[(i*height+j)*3+2] = 127 ;
}
else
{
image[(i*height+j)*3] = 0 ;
image[(i*height+j)*3+1] = 0 ;
image[(i*height+j)*3+2] = 0 ;
}
}
void PolyTeapot(GLfloat scale)
{
FILE *fd;
Vertex *vertices;
int index[3];
int i, dummy;
int num_vertices, num_triangles;
Vertex v1, v2, normal ;
fd = fopen("teapot.geom","r");
fscanf(fd, "%d %d %d", &num_vertices, &num_triangles, &dummy);
vertices = (Vertex *)malloc(num_vertices*sizeof(Vertex));
for (i=0; i < num_vertices; i++)
fscanf(fd, "%lf %lf %lf", &vertices[i].x, &vertices[i].y,
&vertices[i].z);
glNewList(POLY_TEAPOT, GL_COMPILE) ;
glPushMatrix ();
glScalef (scale, scale, scale);
glTranslatef (0.0, -1.4, 0.0);
for (i=0; i < num_triangles; i++)
{
//glBegin(GL_POLYGON);
glBegin(GL_TRIANGLES);
fscanf(fd, "%d %d %d %d", &dummy, &index[0], &index[1], &index[2]);
index[0]--; index[1]--; index[2]--;
VSub(v1, vertices[index[1]], vertices[index[0]]) ;
VSub(v2, vertices[index[2]], vertices[index[1]]) ;
VCross(normal, v2, v1) ;
VNormalize(normal, normal) ;
glNormal3d(normal.x, normal.y, normal.z) ;
glVertex3d(vertices[index[0]].x, vertices[index[0]].y,
vertices[index[0]].z);
glVertex3d(vertices[index[1]].x, vertices[index[1]].y,
vertices[index[1]].z);
glVertex3d(vertices[index[2]].x, vertices[index[2]].y,
vertices[index[2]].z);
glEnd();
}
glPopMatrix ();
glEndList() ;
DbgPrint("Done, Initializing the displaylist\n") ;
fclose(fd);
}
void spin(void)
{
curr_angle+=10.0 ;
if(curr_angle > 360.0) curr_angle-=360.0 ;
display() ;
if (drawwithpolys)
{
pnum_frames++;
pcum += psecs;
if (pnum_frames == MAX_NUM_FRAMES)
{
pavg = pcum/(float)MAX_NUM_FRAMES;
DbgPrint("Average over %d poly frames: %f secs per frame\n",
MAX_NUM_FRAMES, pavg);
pnum_frames = 0;
pcum = 0.0; pavg = 0.0;
}
}
else
{
bnum_frames++;
bcum += bsecs;
if (bnum_frames == MAX_NUM_FRAMES)
{
bavg = bcum/(float)MAX_NUM_FRAMES;
DbgPrint("Average over %d poly frames: %f secs per frame\n",
MAX_NUM_FRAMES, bavg);
bnum_frames = 0;
bcum = 0.0; bavg = 0.0;
}
}
}
void toggle(void)
{
doSpin = !(doSpin) ;
if (doSpin)
auxIdleFunc(spin) ;
else
auxIdleFunc(NULL) ;
}
void scale_up(void)
{
sc_x *=1.1;
sc_y *=1.1;
sc_z *=1.1;
}
void scale_down(void)
{
sc_x *=0.9;
sc_y *=0.9;
sc_z *=0.9;
}
void beztype(void)
{
bAux = !(bAux) ;
}
void cull (void)
{
if (cull_enable)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
}
void depth(void)
{
if (depth_mode)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
}
else
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
}
void lighting(void)
{
if (bLightEnable)
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
else
{
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
}
void texture(void)
{
if (bTexEnable)
glEnable(GL_TEXTURE_2D);
else
glDisable(GL_TEXTURE_2D);
}
void init_texture(void)
{
/* Texture stuff */
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) ;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) ;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) ;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) ;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) ;
glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, image) ;
texture();
}
void initlights(void)
{
//GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat position[] = { 0.0, 0.0, 2.0, 0.0 };
//GLfloat position[] = { 0.0, 0.0, 2.0, 0.0 };
GLfloat mat_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat mat_diffuse[] = { 0.6, 0.6, 0.6, 1.0 };
GLfloat mat_diffuse1[] = { 0.8, 0.5, 0.2, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 60.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
//glMaterialfv(GL_BACK_AND_BACK, GL_DIFFUSE, mat_diffuse1);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
}
void DrawCoordSys(GLfloat size)
{
glNewList(COORD_SYS, GL_COMPILE) ;
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES) ;
glColor3f(1.0, 0.0, 0.0) ;
glVertex3f(0.0, 0.0, 0.0) ;
glVertex3f(1.0*size, 0.0, 0.0) ;
glColor3f(0.0, 1.0, 0.0) ;
glVertex3f(0.0, 0.0, 0.0) ;
glVertex3f(0.0, 1.0*size, 0.0) ;
glColor3f(0.0, 0.0, 1.0) ;
glVertex3f(0.0, 0.0, 0.0) ;
glVertex3f(0.0, 0.0, 1.0*size) ;
glEnd() ;
glEndList() ;
}
void display(void)
{
int i, j;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
//glRotatef(curr_angle, 1.0, 1.0, 1.0);
glRotatef(curr_angle, 0.0, 0.0, 1.0);
glScalef (sc_x, sc_y, sc_z);
if (timing_enable)
startelapsed = GetTickCount();
switch (render_type)
{
case GLAUX_TEAPOT:
auxSolidTeapot(scale2);
break;
case BEZIER_TEAPOT:
BezTeapot(scale) ;
break;
case POLYGON_TEAPOT:
glCallList(POLY_TEAPOT) ;
break;
case GLAUX_SSPHERE:
auxSolidSphere(scale2);
break;
case GLAUX_WSPHERE:
auxWireSphere(scale2);
break;
case TRIANGLES:
DrawTris();
break;
case SQUARE:
DrawSquare();
break;
case LINES:
DrawLines();
break;
case EVAL:
DrawEval();
break;
default:
break;
};
glFlush() ;
if (timing_enable)
{
endelapsed = GetTickCount();
bsecs = (endelapsed - startelapsed) / (float)1000;
DbgPrint ("Time to draw bezier tpot frame = %f\n", bsecs);
}
glPopMatrix ();
auxSwapBuffers();
}
void myinit(void)
{
glClearColor (0.7, 0.3, 0.1, 1.0);
glColor3f(0.2, 0.5, 0.8);
loadImage() ;
//DrawCoordSys(5.0) ;
// BezTeapot(scale) ;
PolyTeapot(1.0) ;
auxSolidTeapot(scale2);
glEnable(GL_AUTO_NORMAL);
if (bNormalize)
glEnable(GL_NORMALIZE);
else
glDisable(GL_NORMALIZE);
glShadeModel(shade_model);
//glHint (GL_PHONG_HINT_WIN, phong_hint);
glFrontFace(front_face);
glCullFace(cull_face);
if (bAntiAlias)
{
glEnable (GL_POLYGON_SMOOTH);
glEnable (GL_LINE_SMOOTH);
glEnable (GL_POINT_SMOOTH);
}
else
{
glDisable (GL_POLYGON_SMOOTH);
glDisable (GL_LINE_SMOOTH);
glDisable (GL_POINT_SMOOTH);
}
depth ();
cull ();
initlights ();
lighting ();
init_texture ();
initEval ();
if (bTwoSided)
glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
else
glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
glColorMaterial (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
if (bColorMaterial)
glEnable(GL_COLOR_MATERIAL);
else
glDisable(GL_COLOR_MATERIAL);
}
void myReshape(GLsizei w, GLsizei h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-4.0, 4.0, -4.0*(GLfloat)h/(GLfloat)w,
4.0*(GLfloat)h/(GLfloat)w, -4.0, 4.0);
else
glOrtho(-4.0*(GLfloat)w/(GLfloat)h,
4.0*(GLfloat)w/(GLfloat)h, -4.0, 4.0, -4.0, 4.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void initEval (void)
{
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4,
0, 1, 12, 4, &ctrlpoints[0][0][0]);
glEnable(GL_MAP2_VERTEX_3);
glMapGrid2f((GLfloat)sampleEval, 0.0, 1.0, (GLfloat)sampleEval, 0.0, 1.0);
glEnable(GL_AUTO_NORMAL);
}
BOOL CheckExtension(char *extName, char *extString)
{
/*
** Search for extName in the extensions string. Use of strstr()
** is not sufficient because extension names can be prefixes of
** other extension names. Could use strtok() but the constant
** string returned by glGetString can be in read-only memory.
*/
char *p = (char *)extString;
char *end;
int extNameLen;
extNameLen = strlen(extName);
end = p + strlen(p);
while (p < end) {
int n = strcspn(p, " ");
if ((extNameLen == n) && (strncmp(extName, p, n) == 0)) {
return GL_TRUE;
}
p += (n + 1);
}
return GL_FALSE;
}
//*------------------------------------------------------------------------
//| WinMain:
//| Parameters:
//| hInstance - Handle to current Data Segment
//| hPrevInstance - Always NULL in Win32
//| lpszCmdLine - Pointer to command line info
//| nCmdShow - Integer value specifying how to start app.,
//| (Iconic [7] or Normal [1,5])
//*------------------------------------------------------------------------
int WINAPI WinMain (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpszCmdLine,
int nCmdShow)
{
int nReturn = 0;
char *exts;
const char *ext_string;
int new_ext_supported = GL_FALSE;
scale = 1.0;
scale2 = 2.0;
auxInitDisplayMode (AUX_RGB | AUX_DEPTH16 | AUX_DOUBLE);
//auxInitDisplayMode (AUX_RGB | AUX_DEPTH16 | AUX_SINGLE);
auxInitPosition (10, 10, 500, 500);
auxInitWindow ("Test");
myinit();
exts = (char *) glGetString (GL_EXTENSIONS);
DbgPrint ("The extensions available are : %s\n", exts);
if ( CheckExtension("GL_EXT_bgra", exts) )
DbgPrint ("GL_EXT_new_extension available\n");
else
DbgPrint ("GL_EXT_new_extension not available\n");
CustomizeWnd(hInstance);
//bValidConsole = AllocConsole();
if (bValidConsole)
OutputHandle = GetStdHandle( STD_OUTPUT_HANDLE );
auxReshapeFunc (myReshape);
if (doSpin)
auxIdleFunc(spin) ;
else
auxIdleFunc(NULL) ;
auxKeyFunc(AUX_p, toggle) ;
auxKeyFunc(AUX_l, lighting) ;
auxKeyFunc(AUX_t, texture) ;
auxKeyFunc(AUX_a, beztype) ;
auxKeyFunc(AUX_j, scale_up) ;
auxKeyFunc(AUX_k, scale_down) ;
auxMouseWheelFunc(MouseWheel) ;
auxMainLoop(display);
return (0);
}
void BezTeapot(GLfloat scale)
{
float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];
long i, j, k, l;
//glNewList(BEZ_TEAPOT, GL_COMPILE);
glPushMatrix ();
glRotatef(270.0, 1.0, 0.0, 0.0);
glScalef (scale, scale, scale);
glTranslatef ((GLfloat)0.0, (GLfloat)0.0, (GLfloat)-1.5);
for (i = 0; i < 10; i++)
{
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
for (l = 0; l < 3; l++)
{
p[j][k][l] = cpdata[patchdata[i][j*4+k]][l];
q[j][k][l] = cpdata[patchdata[i][j*4+(3-k)]][l];
if (l == 1) q[j][k][l] *= (float)-1.0;
if (i < 6) {
r[j][k][l] = cpdata[patchdata[i][j*4+(3-k)]][l];
if (l == 0) r[j][k][l] *= (float)-1.0;
s[j][k][l] = cpdata[patchdata[i][j*4+k]][l];
if (l == 0) s[j][k][l] *= (float)-1.0;
if (l == 1) s[j][k][l] *= (float)-1.0;
}
}
glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, &texpts[0][0][0]);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &p[0][0][0]);
glEnable(GL_MAP2_VERTEX_3); glEnable(GL_MAP2_TEXTURE_COORD_2);
glMapGrid2f((GLfloat)sample, 0.0, 1.0, (GLfloat)sample, 0.0, 1.0);
glEvalMesh2(GL_FILL, 0, sample, 0, sample);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &q[0][0][0]);
glEvalMesh2(GL_FILL, 0, sample, 0, sample);
if (i < 6) {
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &r[0][0][0]);
glEvalMesh2(GL_FILL, 0, sample, 0, sample);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &s[0][0][0]);
glEvalMesh2(GL_FILL, 0, sample, 0, sample);
}
}
glDisable(GL_MAP2_VERTEX_3); glDisable(GL_MAP2_TEXTURE_COORD_2);
glPopMatrix ();
// glEndList();
}
void CustomizeWnd(HINSTANCE hInstance)
{
if ((g_hWnd = auxGetHWND()) == NULL)
{
OutputDebugString("auxGetHWND() failed\n");
return;
}
SubclassWindow (g_hWnd, (WNDPROC) MyWndProc);
SendMessage(g_hWnd, WM_USER, 0L, 0L);
g_hMenu = LoadMenu(GetModuleHandle(NULL), MAKEINTRESOURCE(APPMENU));
SetMenu(g_hWnd, g_hMenu);
DrawMenuBar(g_hWnd);
return;
}
/**************************************************************************\
* function: SubclassWindow
*
* input parameters:
* hwnd - window handle to be subclassed,
* SubclassWndProc - the new window procedure.
*
\**************************************************************************/
VOID SubclassWindow (HWND hwnd, WNDPROC SubclassWndProc)
{
LONG pfnOldProc;
pfnOldProc = GetWindowLong (hwnd, GWL_WNDPROC);
SetWindowLong (hwnd, GWL_USERDATA, (LONG) pfnOldProc);
SetWindowLong (hwnd, GWL_WNDPROC, (LONG) SubclassWndProc);
}
/**************************************************************************\
*
* function: MyWndProc
*
* input parameters: normal window procedure parameters.
*
\**************************************************************************/
LONG APIENTRY MyWndProc(HWND hwnd, UINT message, UINT wParam, LONG lParam)
{
WNDPROC pfnOldProc;
static UINT uiTmID = 0;
pfnOldProc = (WNDPROC) GetWindowLong (hwnd, GWL_USERDATA);
switch (message) {
case WM_INITMENUPOPUP:
CheckMenuItem (g_hMenu, MENU_FLAT,
((shade_model == GL_FLAT)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_GOURAUD,
((shade_model == GL_SMOOTH)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_PHONG_NICEST,
(((shade_model == GL_PHONG_WIN) &&
(phong_hint == GL_NICEST)) ? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_PHONG_FASTEST,
(((shade_model == GL_PHONG_WIN) &&
(phong_hint == GL_FASTEST)) ? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_PHONG_DONT_CARE,
(((shade_model == GL_PHONG_WIN) &&
(phong_hint == GL_DONT_CARE)) ? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_LIGHTING,
((bLightEnable)? MF_CHECKED:MF_UNCHECKED));
if (!bLightEnable)
{
EnableMenuItem (g_hMenu, MENU_TWO_SIDED, MF_GRAYED);
EnableMenuItem (g_hMenu, MENU_COLORMATERIAL, MF_GRAYED);
EnableMenuItem (g_hMenu, MENU_NORMALIZE, MF_GRAYED);
}
else
{
EnableMenuItem (g_hMenu, MENU_TWO_SIDED, MF_ENABLED);
EnableMenuItem (g_hMenu, MENU_COLORMATERIAL, MF_ENABLED);
EnableMenuItem (g_hMenu, MENU_NORMALIZE, MF_ENABLED);
}
CheckMenuItem (g_hMenu, MENU_TWO_SIDED,
((bTwoSided)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_COLORMATERIAL,
((bColorMaterial)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_NORMALIZE,
((bNormalize)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_POLY,
((render_type == POLYGON_TEAPOT)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_BEZ,
((render_type == BEZIER_TEAPOT)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_AUX,
((render_type == GLAUX_TEAPOT)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_SOLID_SPHERE,
((render_type == GLAUX_SSPHERE)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_WIRE_SPHERE,
((render_type == GLAUX_WSPHERE)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_SQUARE,
((render_type == SQUARE)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_TRIANGLES,
((render_type == TRIANGLES)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_LINES,
((render_type == LINES)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_EVAL,
((render_type == EVAL)?
MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_DEPTH,
((depth_mode)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_ANTIALIAS,
((bAntiAlias)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_TIMING,
((timing_enable)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_TEXTURE_TOGGLE,
((bTexEnable)? MF_CHECKED:MF_UNCHECKED));
EnableMenuItem (g_hMenu, MENU_TEXTURE_SWAP, MF_GRAYED);
EnableMenuItem (g_hMenu, MENU_POINT_FILTER, MF_GRAYED);
EnableMenuItem (g_hMenu, MENU_LINEAR_FILTER, MF_GRAYED);
if (!cull_enable)
{
EnableMenuItem (g_hMenu, MENU_FRONTFACE, MF_GRAYED);
EnableMenuItem (g_hMenu, MENU_BACKFACE, MF_GRAYED);
CheckMenuItem (g_hMenu, MENU_CULL, MF_UNCHECKED);
}
else
{
EnableMenuItem (g_hMenu, MENU_FRONTFACE, MF_ENABLED);
EnableMenuItem (g_hMenu, MENU_BACKFACE, MF_ENABLED);
CheckMenuItem (g_hMenu, MENU_CULL, MF_CHECKED);
}
CheckMenuItem (g_hMenu, MENU_BACKFACE,
((cull_face==GL_BACK)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_FRONTFACE,
((cull_face==GL_FRONT)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_CCW,
((front_face==GL_CCW)? MF_CHECKED:MF_UNCHECKED));
CheckMenuItem (g_hMenu, MENU_CW,
((front_face==GL_CW)? MF_CHECKED:MF_UNCHECKED));
break;
case WM_COMMAND:
switch (LOWORD(wParam))
{
case MENU_CULL:
cull_enable = !cull_enable;
cull ();
break;
case MENU_BACKFACE:
cull_face = GL_BACK;
if (cull_enable) glCullFace (cull_face);
break;
case MENU_FRONTFACE:
cull_face = GL_FRONT;
if (cull_enable) glCullFace (cull_face);
break;
case MENU_CCW:
front_face = GL_CCW;
glFrontFace (front_face);
break;
case MENU_CW:
front_face = GL_CW;
glFrontFace (front_face);
break;
case MENU_FLAT:
shade_model = GL_FLAT;
glShadeModel (GL_FLAT);
break;
case MENU_GOURAUD:
shade_model = GL_SMOOTH;
glShadeModel (GL_SMOOTH);
break;
case MENU_PHONG_NICEST:
shade_model = GL_PHONG_WIN;
phong_hint = GL_NICEST;
glShadeModel (GL_PHONG_WIN);
glHint (GL_PHONG_HINT_WIN, GL_NICEST);
break;
case MENU_PHONG_FASTEST:
shade_model = GL_PHONG_WIN;
phong_hint = GL_FASTEST;
glShadeModel (GL_PHONG_WIN);
glHint (GL_PHONG_HINT_WIN, GL_FASTEST);
break;
case MENU_PHONG_DONT_CARE:
shade_model = GL_PHONG_WIN;
phong_hint = GL_DONT_CARE;
glShadeModel (GL_PHONG_WIN);
glHint (GL_PHONG_HINT_WIN, GL_DONT_CARE);
break;
case MENU_LIGHTING:
bLightEnable = !bLightEnable;
lighting ();
break;
case MENU_COLORMATERIAL:
bColorMaterial = !bColorMaterial;
if (bColorMaterial)
glEnable (GL_COLOR_MATERIAL);
else
glDisable (GL_COLOR_MATERIAL);
break;
case MENU_NORMALIZE:
bNormalize = !bNormalize;
if (bNormalize)
glEnable (GL_NORMALIZE);
else
glDisable (GL_NORMALIZE);
break;
case MENU_TWO_SIDED:
bTwoSided = !bTwoSided;
if (bTwoSided)
glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
else
glLightModeli (GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
case MENU_DEPTH:
depth_mode = !depth_mode;
depth ();
break;
case MENU_ANTIALIAS:
bAntiAlias = !bAntiAlias;
if (bAntiAlias)
{
glEnable (GL_POLYGON_SMOOTH);
glEnable (GL_LINE_SMOOTH);
glEnable (GL_POINT_SMOOTH);
}
else
{
glDisable (GL_POLYGON_SMOOTH);
glDisable (GL_LINE_SMOOTH);
glDisable (GL_POINT_SMOOTH);
}
break;
case MENU_TEXTURE_TOGGLE:
bTexEnable = !bTexEnable;
texture ();
break;
case MENU_TIMING:
timing_enable = !timing_enable;
break;
case MENU_POLY:
render_type = POLYGON_TEAPOT;
break;
case MENU_AUX:
render_type = GLAUX_TEAPOT;
break;
case MENU_SOLID_SPHERE:
render_type = GLAUX_SSPHERE;
break;
case MENU_WIRE_SPHERE:
render_type = GLAUX_WSPHERE;
break;
case MENU_TRIANGLES:
render_type = TRIANGLES;
break;
case MENU_SQUARE:
render_type = SQUARE;
break;
case MENU_LINES:
render_type = LINES;
break;
case MENU_EVAL:
render_type = EVAL;
break;
case MENU_BEZ:
render_type = BEZIER_TEAPOT;
break;
default:
MessageBox (NULL, "Not yet implemented\r\n", "Warning", MB_OK);
return 0;
}
if (!doSpin)
InvalidateRect (hwnd, NULL, TRUE);
break;
case WM_USER:
case WM_DESTROY:
default:
return (pfnOldProc)(hwnd, message, wParam, lParam);
} /* end switch */
//DoGlStuff ();
return 0;
}
/******************************Public*Routine******************************\
* DbgPrint
*
* Formatted string output to the debugger.
*
\**************************************************************************/
ULONG
DbgPrint(PCH DebugMessage, ...)
{
va_list ap;
char buffer[256];
BOOL success;
DWORD num_written;
va_start(ap, DebugMessage);
vsprintf(buffer, DebugMessage, ap);
if (!bValidConsole)
OutputDebugStringA(buffer);
else
success = WriteConsole (OutputHandle, buffer, strlen(buffer),
&num_written, NULL);
va_end(ap);
return(0);
}
void
DrawTris(void)
{
GLfloat mat_specular[] = { 1.0, 0.0, 0.0, 0.0 };
glBegin (GL_TRIANGLES);
glColor3f(1.0, 0.0, 0.0);
//glNormal3d (-0.75, 0.01, 0.0);
glNormal3d (0.0, 0.0, 1.0);
glVertex3f (-3.7, 0.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
//glNormal3d (0.8, 0.0, 0.0);
glNormal3d (0.0, -1.0, 0.0);
glVertex3f (-3.7, -4.0, -0.1);
glColor3f(0.0, 0.0, 1.0);
//glNormal3d (0.0, 0.0, 1.0);
glNormal3d (0.0, 0.0, 1.0);
glVertex3f (0.0, 0.1, -0.1);
glEnd ();
#if 0
//glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glBegin (GL_TRIANGLES);
glColor3f(0.0, 1.0, 0.0);
//glNormal3d (-0.75, 0.01, 0.0);
glVertex3f (3.7, 0.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d (0.8, 0.0, 0.0);
glVertex3f (3.7, -4.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d (0.0, 0.0, 1.0);
glVertex3f (0.0, 0.1, -0.1);
glEnd ();
#endif
glColor3f(0.2, 0.5, 0.8);
}
//Drawn CCW
void
DrawSquare(void)
{
GLfloat mat_specular[] = { 1.0, 0.0, 0.0, 0.0 };
GLfloat lx, ly, lz;
GLdouble angle = 60.000 * __glDegreesToRadians;
lz = (GLfloat) cos (angle);
lx = ly = (GLfloat) sin (angle) * 0.7071067;
glBegin (GL_POLYGON);
//glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glColor3f(1.0, 0.0, 0.0);
glTexCoord2f (0.0, 0.0);
glNormal3f (-lx, ly, lz);
glVertex3f (-1.5, 1.5, -0.1);
//glNormal3d (0.0, 0.0, 1.0);
glColor3f(0.0, 1.0, 0.0);
glTexCoord2f (0.0, 1.0);
glNormal3f (-lx, -ly, lz);
glVertex3f (-1.5, -1.5, -0.1);
//glNormal3d (0.0, -1.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glTexCoord2f (1.0, 1.0);
glNormal3f (lx, -ly, lz);
glVertex3f (1.5, -1.5, -0.1);
//glNormal3d (0.0, -1.0, 0.0);
glColor3f(0.0, 1.0, 0.0);
glTexCoord2f (1.0, 0.0);
glNormal3f (lx, ly, lz);
glVertex3f (1.5, 1.5, -0.1);
//glNormal3d (0.0, 0.0, 1.0);
glEnd ();
glColor3f(0.2, 0.5, 0.8);
}
#if 0
void
DrawSquare(void)
{
GLfloat mat_specular[] = { 1.0, 0.0, 0.0, 0.0 };
glBegin (GL_POLYGON);
//glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glColor3f(1.0, 0.0, 0.0);
//glNormal3d (-0.5, 0.5, 0.0);
glNormal3d (0.0, 0.0, 1.0);
glVertex3f (-3.7, 3.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d (0.0, -1.0, 0.0);
//glNormal3d (-0.5, -0.5, 0.1);
glVertex3f (-3.7, -3.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d (0.0, -1.0, 0.0);
//glNormal3d (0.5, -0.5, 0.0);
glVertex3f (3.7, -3.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d (0.0, 0.0, 1.0);
//glNormal3d (0.5, 0.5, 0.0);
glVertex3f (3.7, 3.1, -0.1);
glEnd ();
glColor3f(0.2, 0.5, 0.8);
}
#endif
void
DrawLines(void)
{
glBegin (GL_LINES);
glColor3f(1.0, 0.0, 0.0);
glNormal3d(0.0, 1.0, 0.0);
glVertex3f (-1.7, 0.1, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d(0.0, 0.0, 1.0);
glVertex3f (-1.7, -1.1, -0.1);
glColor3f(0.0, 0.0, 1.0);
glNormal3d(0.0, 1.0, 0.0);
glVertex3f (0.0, 0.0, -0.1);
glColor3f(0.0, 0.0, 1.0);
glNormal3d(0.0, 0.0, 1.0);
glVertex3f (5.0, 0.0, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d(0.0, 1.0, 0.0);
glVertex3f (0.0, 0.0, -0.1);
glColor3f(0.0, 1.0, 0.0);
glNormal3d(0.0, 0.0, 1.0);
glVertex3f (0.0, 5.0, -0.1);
glColor3f(1.0, 0.0, 0.0);
glNormal3d(0.0, 1.0, 0.0);
glVertex3f (0.0, 0.0, -0.1);
glColor3f(0.0, 0.0, 1.0);
glNormal3d(0.0, 0.0, 1.0);
glVertex3f (0.0, 0.0, -5.1);
glEnd ();
glColor3f(0.2, 0.5, 0.8);
}
void
DrawEval (void)
{
//glMapGrid2f((GLfloat)sampleEval, 0.0, 1.0, (GLfloat)sampleEval, 0.0, 1.0);
initEval ();
glEvalMesh2(GL_FILL,0,sampleEval,0,sampleEval) ;
}