Banu Octavian & NeHe's Reflection Tutorial (Lesson 26)

Share your advanced PureBasic knowledge/code with the community.
hagibaba
Enthusiast
Enthusiast
Posts: 170
Joined: Fri Mar 05, 2004 2:55 am
Location: UK
Contact:

Banu Octavian & NeHe's Reflection Tutorial (Lesson 26)

Post by hagibaba »

Code updated for 5.20+

This shows how to create reflections with the stencil buffer, use clipping planes and do 2-pass multitexturing.
Press Arrows to rotate ball, Pageup/Pagedown to move ball, A/Z keys to zoom.
You can get the "EnvWall.bmp", "Ball.bmp", "EnvRoll.bmp" from the "lesson26.zip" here:
http://nehe.gamedev.net/data/lessons/vc/lesson26.zip

Last edited on 20 Feb 2007.

Code: Select all

;Banu Octavian & NeHe's Stencil & Reflection Tutorial (Lesson 26)
;http://nehe.gamedev.net
;Credits: Nico Gruener, Dreglor, traumatic
;Author: hagibaba
;Date: 10 Jan 2007
;Note: up-to-date with PB v4.02 (Windows)
;Note: requires bitmaps in paths "Data/EnvWall.bmp", "Data/Ball.bmp",
;"Data/EnvRoll.bmp"

;Section for standard constants, structures, macros and declarations

XIncludeFile #PB_Compiler_Home+"Examples\Sources - Advanced\OpenGL Cube\OpenGL.pbi" ;include the gl.h constants

;wingdi.h constants
#DM_BITSPERPEL=$40000
#DM_PELSWIDTH=$80000
#DM_PELSHEIGHT=$100000

;winuser.h constants
#CDS_FULLSCREEN=4
#DISP_CHANGE_SUCCESSFUL=0
#SC_MONITORPOWER=$F170

Structure AUX_RGBImageRec ;glaux.h structure
  sizeX.l : sizeY.l
  Data.l
EndStructure

Procedure.w LoWord(value.l) ;windef.h macro
  ProcedureReturn (value & $FFFF)
EndProcedure

Procedure.w HiWord(value.l) ;windef.h macro
  ProcedureReturn ((value >> 16) & $FFFF)
EndProcedure

;glaux.lib symbols
!public ___ftoll
!___ftoll dw 0
!public __imp__wsprintfA
!__imp__wsprintfA dw 0

Import "glaux.lib"
  CompilerIf #PB_Compiler_Unicode
    auxDIBImageLoad.l(filename.s) As "_auxDIBImageLoadW@4" ;loads a 24-bit Windows DIB
  CompilerElse
    auxDIBImageLoad.l(filename.s) As "_auxDIBImageLoadA@4" ;loads a 24-bit Windows DIB
  CompilerEndIf
EndImport

Import "glu32.lib"
  gluPerspective(fovy.d,aspect.d,zNear.d,zFar.d) ;sets up a perspective projection matrix
  gluSphere(*qobj,radius.d,slices.l,stacks.l) ;draws a sphere
EndImport

Import "opengl32.lib"
  glClearDepth(depth.d) ;specifies the clear value for the depth buffer
EndImport

;Start of Lesson 26

Global hDC.l ;Private GDI Device Context
Global hRC.l ;Permanent Rendering Context
Global hWnd.l ;Holds Our Window Handle
Global hInstance.l ;Holds The Instance Of The Application

Global Dim keys.b(256) ;Array Used For The Keyboard Routine
Global active.b=#True ;Window Active Flag Set To TRUE By Default
Global fullscreen.b=#True ;Fullscreen Flag Set To Fullscreen Mode By Default

;Light Parameters
Global Dim LightAmb.f(4) ;Ambient Light
LightAmb(0)=0.7 : LightAmb(1)=0.7 : LightAmb(2)=0.7 : LightAmb(3)=1.0
Global Dim LightDif.f(4) ;Diffuse Light
LightDif(0)=1.0 : LightDif(1)=1.0 : LightDif(2)=1.0 : LightDif(3)=1.0
Global Dim LightPos.f(4) ;Light Position
LightPos(0)=4.0 : LightPos(1)=4.0 : LightPos(2)=6.0 : LightPos(3)=1.0

Global q.l ;Quadratic For Drawing A Sphere

Global xrot.f=0.0 ;X Rotation
Global yrot.f=0.0 ;Y Rotation
Global xrotspeed.f=0.0 ;X Rotation Speed
Global yrotspeed.f=0.0 ;Y Rotation Speed
Global zoom.f=-7.0 ;Depth Into The Screen
Global height.f=0.5 ;Height Of Ball From Floor

Global Dim texture.l(3) ;3 Textures

Declare.l WndProc(hWnd.l,uMsg.l,wParam.l,lParam.l) ;Declaration For WndProc

Procedure.l LoadBMP(Filename.s) ;Loads A Bitmap Image
  
  Protected File.l=#Null ;File Handle
  
  If Filename="" ;Make Sure A Filename Was Given
    ProcedureReturn #Null ;If Not Return NULL
  EndIf
  
  File=ReadFile(#PB_Any,Filename) ;Check To See If The File Exists
  
  If File ;Does The File Exist?
    CloseFile(File) ;Close The Handle
    ProcedureReturn auxDIBImageLoad(Filename) ;Load The Bitmap And Return A Pointer
  EndIf
  
  ProcedureReturn #Null ;If Load Failed Return NULL
  
EndProcedure

Procedure.l LoadGLTextures() ;Load Bitmaps And Convert To Textures
  
  Protected Status.l=#False ;Status Indicator
  Protected Dim *TextureImage.AUX_RGBImageRec(3) ;Create Storage Space For The Textures
  Protected loop.l
  
  *TextureImage(0)=LoadBMP("Data/EnvWall.bmp") ;Load The Floor Texture
  *TextureImage(1)=LoadBMP("Data/Ball.bmp") ;Load the Light Texture
  *TextureImage(2)=LoadBMP("Data/EnvRoll.bmp") ;Load the Wall Texture
  If *TextureImage(0) And *TextureImage(1) And *TextureImage(2)
    Status=#True ;Set The Status To TRUE
    
    glGenTextures_(3,@texture(0)) ;Create The Texture
    
    For loop=0 To 3-1 ;Loop Through 5 Textures
      glBindTexture_(#GL_TEXTURE_2D,texture(loop))
      glTexParameteri_(#GL_TEXTURE_2D,#GL_TEXTURE_MIN_FILTER,#GL_LINEAR)
      glTexParameteri_(#GL_TEXTURE_2D,#GL_TEXTURE_MAG_FILTER,#GL_LINEAR)
      glTexImage2D_(#GL_TEXTURE_2D,0,3,*TextureImage(loop)\sizeX,*TextureImage(loop)\sizeY,0,#GL_RGB,#GL_UNSIGNED_BYTE,*TextureImage(loop)\Data)
    Next
  EndIf
  
  For loop=0 To 3-1 ;Loop Through 5 Textures
    If *TextureImage(loop) ;If Texture Exists
      If *TextureImage(loop)\Data ;If Texture Image Exists
        ; FreeMemory(*TextureImage(loop)\Data) ;Free The Texture Image Memory
      EndIf
      ; FreeMemory(*TextureImage(loop)) ;Free The Image Structure
    EndIf
  Next
  
  ProcedureReturn Status ;Return The Status
  
EndProcedure

Procedure ReSizeGLScene(width.l,height.l) ;Resize And Initialize The GL Window
  
  If height=0 : height=1 : EndIf ;Prevent A Divide By Zero Error
  
  glViewport_(0,0,width,height) ;Reset The Current Viewport
  
  glMatrixMode_(#GL_PROJECTION) ;Select The Projection Matrix
  glLoadIdentity_() ;Reset The Projection Matrix
  
  gluPerspective(45.0,Abs(width/height),0.1,100.0) ;Calculate The Aspect Ratio Of The Window
  
  glMatrixMode_(#GL_MODELVIEW) ;Select The Modelview Matrix
  glLoadIdentity_() ;Reset The Modelview Matrix
  
EndProcedure

Procedure.l InitGL() ;All Setup For OpenGL Goes Here
  
  If LoadGLTextures()=0 ;If Loading The Textures Failed
    ProcedureReturn #False ;Return False
  EndIf
  
  glShadeModel_(#GL_SMOOTH) ;Enable Smooth Shading
  glClearColor_(0.2,0.5,1.0,1.0) ;Background
  glClearDepth(1.0) ;Depth Buffer Setup
  glClearStencil_(0) ;Clear The Stencil Buffer To 0
  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
  glEnable_(#GL_TEXTURE_2D) ;Enable 2D Texture Mapping
  
  glLightfv_(#GL_LIGHT0,#GL_AMBIENT,LightAmb()) ;Set The Ambient Lighting For Light0
  glLightfv_(#GL_LIGHT0,#GL_DIFFUSE,LightDif()) ;Set The Diffuse Lighting For Light0
  glLightfv_(#GL_LIGHT0,#GL_POSITION,LightPos()) ;Set The Position For Light0
  
  glEnable_(#GL_LIGHT0) ;Enable Light 0
  glEnable_(#GL_LIGHTING) ;Enable Lighting
  
  q=gluNewQuadric_() ;Create A New Quadratic
  gluQuadricNormals_(q,#GL_SMOOTH) ;Generate Smooth Normals For The Quad
  gluQuadricTexture_(q,#GL_TRUE) ;Enable Texture Coords For The Quad
  
  glTexGeni_(#GL_S,#GL_TEXTURE_GEN_MODE,#GL_SPHERE_MAP) ;Set Up Sphere Mapping
  glTexGeni_(#GL_T,#GL_TEXTURE_GEN_MODE,#GL_SPHERE_MAP) ;Set Up Sphere Mapping
  
  ProcedureReturn #True ;Initialization Went OK
  
EndProcedure

Procedure DrawObject() ;Draw Our Ball
  
  glColor3f_(1.0,1.0,1.0) ;Set Color To White
  glBindTexture_(#GL_TEXTURE_2D,texture(1)) ;Select Texture 2 (Ball.bmp)
  gluSphere(q,0.35,32,16) ;Draw First Sphere
  
  glBindTexture_(#GL_TEXTURE_2D,texture(2)) ;Select Texture 3 (EnvRoll.bmp)
  glColor4f_(1.0,1.0,1.0,0.4) ;Set Color To White With 40% Alpha
  glEnable_(#GL_BLEND) ;Enable Blending
  glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE) ;Set Blending Mode To Mix Based On SRC Alpha
  glEnable_(#GL_TEXTURE_GEN_S) ;Enable Sphere Mapping
  glEnable_(#GL_TEXTURE_GEN_T) ;Enable Sphere Mapping
  
  gluSphere(q,0.35,32,16) ;Draw Another Sphere Using New Texture
  ;Textures Will Mix Creating A MultiTexture Effect (Reflection)
  glDisable_(#GL_TEXTURE_GEN_S) ;Disable Sphere Mapping
  glDisable_(#GL_TEXTURE_GEN_T) ;Disable Sphere Mapping
  glDisable_(#GL_BLEND) ;Disable Blending
  
EndProcedure

Procedure DrawFloor() ;Draws The Floor
  
  glBindTexture_(#GL_TEXTURE_2D,texture(0)) ;Select Texture 1 (EnvWall.bmp)
  glBegin_(#GL_QUADS) ;Begin Drawing A Quad
  glNormal3f_(0.0, 1.0, 0.0) ;Normal Pointing Up
  glTexCoord2f_(0.0, 1.0) ;Top Left Of Texture
  glVertex3f_(-2.0, 0.0, 2.0) ;Top Left Corner Of Floor
  
  glTexCoord2f_(0.0, 0.0) ;Bottom Left Of Texture
  glVertex3f_(-2.0, 0.0,-2.0) ;Bottom Left Corner Of Floor
  
  glTexCoord2f_(1.0, 0.0) ;Bottom Right Of Texture
  glVertex3f_( 2.0, 0.0,-2.0) ;Bottom Right Corner Of Floor
  
  glTexCoord2f_(1.0, 1.0) ;Top Right Of Texture
  glVertex3f_( 2.0, 0.0, 2.0) ;Top Right Corner Of Floor
  glEnd_() ;Done Drawing The Quad
  
EndProcedure

Procedure.l DrawGLScene() ;Here's Where We Do All The Drawing
  
  ;Clear Screen, Depth Buffer & Stencil Buffer
  glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT | #GL_STENCIL_BUFFER_BIT)
  
  ;Clip Plane Equations
  Protected Dim eqr.d(4) ;Plane Equation To Use For The Reflected Objects
  eqr(0)=0.0 : eqr(1)=-1.0 : eqr(2)=0.0 : eqr(3)=0.0
  
  glLoadIdentity_() ;Reset The Modelview Matrix
  glTranslatef_( 0.0,-0.6, zoom) ;Zoom And Raise Camera Above The Floor (Up 0.6 Units)
  glColorMask_(0,0,0,0) ;Set Color Mask
  
  glEnable_(#GL_STENCIL_TEST) ;Enable Stencil Buffer For "marking" The Floor
  glStencilFunc_(#GL_ALWAYS,1,1) ;Always Passes, 1 Bit Plane, 1 As Mask (We Set The Stencil Buffer To 1 Where We Draw Any Polygon)
  glStencilOp_(#GL_KEEP,#GL_KEEP,#GL_REPLACE) ;Keep If Test Fails, Keep If Test Passes But Buffer Test Fails, Replace If Test Passes
  glDisable_(#GL_DEPTH_TEST) ;Disable Depth Testing
  DrawFloor() ;Draw The Floor (Draws To The Stencil Buffer) We Only Want To Mark It In The Stencil Buffer
  
  glEnable_(#GL_DEPTH_TEST) ;Enable Depth Testing
  glColorMask_(1,1,1,1) ;Set Color Mask to TRUE, TRUE, TRUE, TRUE
  glStencilFunc_(#GL_EQUAL,1,1) ;We Draw Only Where The Stencil Is 1 (I.E. Where The Floor Was Drawn)
  glStencilOp_(#GL_KEEP,#GL_KEEP,#GL_KEEP) ;Don't Change The Stencil Buffer
  
  glEnable_(#GL_CLIP_PLANE0) ;Enable Clip Plane For Removing Artifacts (When The Object Crosses The Floor)
  glClipPlane_(#GL_CLIP_PLANE0, eqr()) ;Equation For Reflected Objects
  glPushMatrix_() ;Push The Matrix Onto The Stack
  glScalef_( 1.0,-1.0, 1.0) ;Mirror Y Axis
  glLightfv_(#GL_LIGHT0,#GL_POSITION,LightPos()) ;Set Up Light0
  glTranslatef_( 0.0, height, 0.0) ;Position The Object
  glRotatef_(xrot,1.0,0.0,0.0) ;Rotate Local Coordinate System On X Axis
  glRotatef_(yrot,0.0,1.0,0.0) ;Rotate Local Coordinate System On Y Axis
  DrawObject() ;Draw The Sphere (Reflection)
  glPopMatrix_() ;Pop The Matrix Off The Stack
  glDisable_(#GL_CLIP_PLANE0) ;Disable Clip Plane For Drawing The Floor
  glDisable_(#GL_STENCIL_TEST) ;We Don't Need The Stencil Buffer Any More (Disable)
  
  glLightfv_(#GL_LIGHT0,#GL_POSITION,LightPos()) ;Set Up Light0 Position
  glEnable_(#GL_BLEND) ;Enable Blending (Otherwise The Reflected Object Wont Show)
  glDisable_(#GL_LIGHTING) ;Since We Use Blending, We Disable Lighting
  glColor4f_(1.0,1.0,1.0,0.8) ;Set Color To White With 80% Alpha
  glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE_MINUS_SRC_ALPHA) ;Blending Based On Source Alpha And 1 Minus Dest Alpha
  DrawFloor() ;Draw The Floor To The Screen
  
  glEnable_(#GL_LIGHTING) ;Enable Lighting
  glDisable_(#GL_BLEND) ;Disable Blending
  glTranslatef_( 0.0, height, 0.0) ;Position The Ball At Proper Height
  glRotatef_(xrot,1.0,0.0,0.0) ;Rotate On The X Axis
  glRotatef_(yrot,0.0,1.0,0.0) ;Rotate On The Y Axis
  DrawObject() ;Draw The Ball
  
  xrot+xrotspeed ;Update X Rotation Angle By xrotspeed
  yrot+yrotspeed ;Update Y Rotation Angle By yrotspeed
  glFlush_() ;Flush The GL Pipeline
  
  ProcedureReturn #True ;Everything Went OK
  
EndProcedure

Procedure ProcessKeyboard() ;Process Keyboard Results
  
  If keys(#VK_RIGHT) And yrotspeed<2.5 ;Right Arrow Pressed
    yrotspeed+0.08 ;Increase yrotspeed
  EndIf
  If keys(#VK_LEFT) And yrotspeed>-2.5 ;Left Arrow Pressed
    yrotspeed-0.08 ;Decrease yrotspeed
  EndIf
  If keys(#VK_DOWN) And xrotspeed<2.5 ;Down Arrow Pressed
    xrotspeed+0.08 ;Increase xrotspeed
  EndIf
  If keys(#VK_UP) And xrotspeed>-2.5 ;Up Arrow Pressed
    xrotspeed-0.08 ;Decrease xrotspeed
  EndIf
  
  If keys(#VK_A) ;'A' Key Pressed
    zoom+0.05 ;Zoom In
  EndIf
  If keys(#VK_Z) ;'Z' Key Pressed
    zoom-0.05 ;Zoom Out
  EndIf
  
  If keys(#VK_PRIOR) ;Page Up Key Pressed
    height+0.03 ;Move Ball Up
  EndIf
  If keys(#VK_NEXT) ;Page Down Key Pressed
    height-0.03 ;Move Ball Down
  EndIf
  
EndProcedure

Procedure KillGLWindow() ;Properly Kill The Window
  
  gluDeleteQuadric_(q) ;Delete The Quadratic
  
  If fullscreen ;Are We In Fullscreen Mode?
    ChangeDisplaySettings_(#Null,0) ;If So Switch Back To The Desktop
    ShowCursor_(#True) ;Show Mouse Pointer
  EndIf
  
  If hRC ;Do We Have A Rendering Context?
    If wglMakeCurrent_(#Null,#Null)=0 ;Are We Able To Release The DC And RC Contexts?
      MessageBox_(#Null,"Release Of DC And RC Failed.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    EndIf
    If wglDeleteContext_(hRC)=0 ;Are We Able To Delete The RC?
      MessageBox_(#Null,"Release Rendering Context Failed.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    EndIf
    hRC=#Null ;Set RC To NULL
  EndIf
  
  If hDC And ReleaseDC_(hWnd,hDC)=0 ;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
  EndIf
  
  If hWnd And DestroyWindow_(hWnd)=0 ;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
  EndIf
  
  If UnregisterClass_("OpenGL",hInstance)=0 ;Are We Able To Unregister Class
    MessageBox_(#Null,"Could Not Unregister Class.","SHUTDOWN ERROR",#MB_OK | #MB_ICONINFORMATION)
    hInstance=#Null ;Set hInstance To NULL
  EndIf
  
EndProcedure

;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)

Procedure.b CreateGLWindow(title.s,width.l,height.l,bits.l,fullscreenflag.b)
  
  Protected PixelFormat.l ;Holds The Results After Searching For A Match
  Protected wc.WNDCLASS ;Windows Class Structure
  Protected dwExStyle.l ;Window Extended Style
  Protected dwStyle.l ;Window Style
  Protected WindowRect.RECT ;Grabs Rectangle Upper Left / Lower Right Values
  Protected wpos.POINT ;Window position
  
  WindowRect\left=0 ;Set Left Value To 0
  WindowRect\right=width ;Set Right Value To Requested Width
  WindowRect\top=0 ;Set Top Value To 0
  WindowRect\bottom=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 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)=0 ;Attempt To Register The Window Class
    MessageBox_(#Null,"Failed To Register The Window Class.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  If fullscreen ;Attempt Fullscreen Mode?
    
    Protected dmScreenSettings.DEVMODE ;Device Mode
    dmScreenSettings\dmSize=SizeOf(DEVMODE) ;Size Of The Devmode Structure
    dmScreenSettings\dmFields=#DM_BITSPERPEL | #DM_PELSWIDTH | #DM_PELSHEIGHT ;bit flags to specify the members of DEVMODE that were initialized
    dmScreenSettings\dmBitsPerPel=bits ;Selected Bits Per Pixel
    dmScreenSettings\dmPelsWidth=width ;Selected Screen Width in pixels
    dmScreenSettings\dmPelsHeight=height ;Selected Screen Height in pixels
    
    ;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"+Chr(10)+"Your 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)
        ProcedureReturn #False
      EndIf
    EndIf
    
  EndIf
  
  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
  EndIf
  
  AdjustWindowRectEx_(WindowRect,dwStyle,#False,dwExStyle) ;Adjust Window To True Requested Size
  
  If fullscreen=0 ;if not fullscreen mode calculate screen centered window
    wpos\x=(GetSystemMetrics_(#SM_CXSCREEN)/2)-((WindowRect\right-WindowRect\left)/2)
    wpos\y=(GetSystemMetrics_(#SM_CYSCREEN)/2)-((WindowRect\bottom-WindowRect\top)/2)
  EndIf
  
  ;CreateWindowEx_(Extended Window Style, Class Name, Window Title, Window Style, Window X Position, Window Y Position, Width, Height, No Parent Window, No Menu, Instance, No Creation Data)
  hWnd=CreateWindowEx_(dwExStyle,"OpenGL",title,dwStyle | #WS_CLIPSIBLINGS | #WS_CLIPCHILDREN,wpos\x,wpos\y,WindowRect\right-WindowRect\left,WindowRect\bottom-WindowRect\top,#Null,#Null,hInstance,#Null)
  If hWnd=0
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Window Creation Error.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  Protected pfd.PIXELFORMATDESCRIPTOR ;pfd Tells Windows How We Want Things To Be
  pfd\nSize=SizeOf(PIXELFORMATDESCRIPTOR) ;Size Of This Structure
  pfd\nVersion=1 ;Version Number
  pfd\dwFlags=#PFD_SUPPORT_OPENGL | #PFD_DOUBLEBUFFER | #PFD_DRAW_TO_WINDOW ;Format Must Support Window, OpenGL, Double Buffering
  pfd\iPixelType=#PFD_TYPE_RGBA ;Request An RGBA Format
  pfd\cColorBits=bits ;Select Our Color Depth
  pfd\cRedBits=0 ;Color Bits Ignored
  pfd\cRedShift=0
  pfd\cGreenBits=0
  pfd\cGreenShift=0
  pfd\cBlueBits=0
  pfd\cBlueShift=0
  pfd\cAlphaBits=0 ;No Alpha Buffer
  pfd\cAlphaShift=0 ;Shift Bit Ignored
  pfd\cAccumBits=0 ;No Accumulation Buffer
  pfd\cAccumRedBits=0 ;Accumulation Bits Ignored
  pfd\cAccumGreenBits=0
  pfd\cAccumBlueBits=0
  pfd\cAccumAlphaBits=0
  pfd\cDepthBits=16 ;16Bit Z-Buffer (Depth Buffer)
  pfd\cStencilBits=1 ;Use Stencil Buffer ( * Important * )
  pfd\cAuxBuffers=0 ;No Auxiliary Buffer
  pfd\iLayerType=#PFD_MAIN_PLANE ;Main Drawing Layer
  pfd\bReserved=0 ;Reserved
  pfd\dwLayerMask=0 ;Layer Masks Ignored
  pfd\dwVisibleMask=0
  pfd\dwDamageMask=0
  
  hDC=GetDC_(hWnd)
  If hDC=0 ;Did We Get A Device Context?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Create A GL Device Context.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  PixelFormat=ChoosePixelFormat_(hDC,pfd)
  If PixelFormat=0 ;Did Windows Find A Matching Pixel Format?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Find A Suitable PixelFormat.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  If SetPixelFormat_(hDC,PixelFormat,pfd)=0 ;Are We Able To Set The Pixel Format?
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Set The PixelFormat.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  hRC=wglCreateContext_(hDC)
  If hRC=0 ;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)
    ProcedureReturn #False
  EndIf
  
  If wglMakeCurrent_(hDC,hRC)=0 ;Try To Activate The Rendering Context
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Can't Activate The GL Rendering Context.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  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()=0 ;Initialize Our Newly Created GL Window
    KillGLWindow() ;Reset The Display
    MessageBox_(#Null,"Initialization Failed.","ERROR",#MB_OK | #MB_ICONEXCLAMATION)
    ProcedureReturn #False
  EndIf
  
  ProcedureReturn #True ;Success
  
EndProcedure

Procedure.l WndProc(hWnd.l,uMsg.l,wParam.l,lParam.l)
  
  Select uMsg ;Check For Windows Messages
      
    Case #WM_ACTIVATE ;Watch For Window Activate Message
      If HiWord(wParam)=0 ;Check Minimization State
        active=#True ;Program Is Active
      Else
        active=#False ;Program Is No Longer Active
      EndIf
      ProcedureReturn 0 ;Return To The Message Loop
      
    Case #WM_SYSCOMMAND ;Intercept System Commands
      Select wParam ;Check System Calls
        Case #SC_SCREENSAVE ;Screensaver Trying To Start?
          ProcedureReturn 0 ;Prevent From Happening
        Case #SC_MONITORPOWER ;Monitor Trying To Enter Powersave?
          ProcedureReturn 0 ;Prevent From Happening
      EndSelect
      
    Case #WM_CLOSE ;Did We Receive A Close Message?
      PostQuitMessage_(0) ;Send A Quit Message
      ProcedureReturn 0 ;Jump Back
      
    Case #WM_KEYDOWN ;Is A Key Being Held Down?
      keys(wParam)=#True ;If So, Mark It As TRUE
      ProcedureReturn 0 ;Jump Back
      
    Case #WM_KEYUP ;Has A Key Been Released?
      keys(wParam)=#False ;If So, Mark It As FALSE
      ProcedureReturn 0 ;Jump Back
      
    Case #WM_SIZE ;Resize The OpenGL Window
      ReSizeGLScene(LoWord(lParam),HiWord(lParam)) ;LoWord=Width, HiWord=Height
      ProcedureReturn 0 ;Jump Back
      
  EndSelect
  
  ;Pass All Unhandled Messages To DefWindowProc
  ProcedureReturn DefWindowProc_(hWnd,uMsg,wParam,lParam)
  
EndProcedure

Procedure.l WinMain() ;Main Program
  
  Protected msg.MSG ;Windows Message Structure
  Protected done.b ;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
  EndIf
  
  If CreateGLWindow("Banu Octavian & NeHe's Stencil & Reflection Tutorial",640,480,32,fullscreen)=0 ;Create The Window
    ProcedureReturn 0 ;Quit If Window Was Not Created
  EndIf
  
  While done=#False ;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
      EndIf
      
    Else ;If There Are No Messages
      
      ;Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
      If (active And DrawGLScene()=0) Or keys(#VK_ESCAPE) ;Active? Was There A Quit Received?
        
        done=#True ;ESC or DrawGLScene Signalled A Quit
        
      Else ;Not Time To Quit, Update Screen
        Delay(5)
        SwapBuffers_(hDC) ;Swap Buffers (Double Buffering)
        
        ProcessKeyboard() ;Processed Keyboard Presses
        
      EndIf
      
      If keys(#VK_F1) ;Is F1 Being Pressed?
        keys(#VK_F1)=#False ;If So Make Key FALSE
        KillGLWindow() ;Kill Our Current Window
        fullscreen=~fullscreen & 1 ;Toggle Fullscreen / Windowed Mode
        ;Recreate Our OpenGL Window
        If CreateGLWindow("Banu Octavian & NeHe's Stencil & Reflection Tutorial",640,480,32,fullscreen)=0
          ProcedureReturn 0 ;Quit If Window Was Not Created
        EndIf
      EndIf
      
    EndIf
    
  Wend
  
  ;Shutdown
  KillGLWindow() ;Kill The Window
  End ;Exit The Program
  
EndProcedure

WinMain() ;run the main program
Last edited by hagibaba on Sun Jul 01, 2007 11:21 pm, edited 4 times in total.
benny
Enthusiast
Enthusiast
Posts: 465
Joined: Fri Apr 25, 2003 7:44 pm
Location: end of www
Contact:

Post by benny »

Again. Thanks a lot for your good work. Keep them coming ;-)
regards,
benny!
-
pe0ple ar3 str4nge!!!
mpz
Enthusiast
Enthusiast
Posts: 497
Joined: Sat Oct 11, 2008 9:07 pm
Location: Germany, Berlin > member German forum

Re: Banu Octavian & NeHe's Reflection Tutorial (Lesson 26)

Post by mpz »

Hello,

next code actualised for x86/x64, PB 5.73.

Sorry, but you "must" get the original texture from the internet, i have not purebasic textures for that

P.S:I think the code can work with linux and mac Osx too.


Greetings Michael

C Code and texture
iamyaker.googlepages.com/26_StencilBuffer.rar

Code: Select all

;Banu Octavian & NeHe's Stencil & Reflection Tutorial (Lesson 26)
;http://nehe.gamedev.net and http://www.tiptup.com
;https://nehe.gamedev.net/tutorial/clipping__reflections_using_the_stencil_buffer/17004/
;Note: requires bitmaps in paths "Data/EnvWall.bmp", "Data/Ball.bmp",
;"Data/EnvRoll.bmp"
;Credits: Nico Gruener, Dreglor, traumatic, hagibaba
;Author: MPz
;Date: 30 Oct 2021
;Note: up-to-date with PB v5.73 (Windows)

;Light Parameters
Global Dim LightAmb.f(4) ;Ambient Light
LightAmb(0)=0.7 : LightAmb(1)=0.7 : LightAmb(2)=0.7 : LightAmb(3)=1.0
Global Dim LightDif.f(4) ;Diffuse Light
LightDif(0)=1.0 : LightDif(1)=1.0 : LightDif(2)=1.0 : LightDif(3)=1.0
Global Dim LightPos.f(4) ;Light Position
LightPos(0)=4.0 : LightPos(1)=4.0 : LightPos(2)=6.0 : LightPos(3)=1.0

Global q.i ;Quadratic For Drawing A Sphere

Global xrot.f=0.0 ;X Rotation
Global yrot.f=0.0 ;Y Rotation
Global xrotspeed.f=0.0 ;X Rotation Speed
Global yrotspeed.f=0.0 ;Y Rotation Speed
Global zoom.f=-7.0 ;Depth Into The Screen
Global height.f=0.5 ;Height Of Ball From Floor

Global Dim texture.l(3) ;3 Textures

Procedure.l LoadGLTextures() ;Load Bitmaps And Convert To Textures

  ;Load The Bitmap, Check For Errors, If Bitmap's Not Found Quit
  
  Define.i img1 = LoadImage(0,"Data/EnvWall.bmp") ; Load texture with name
  Define.i img2 = LoadImage(1,"Data/Ball.bmp") ; Load texture with name
  Define.i img3 = LoadImage(2,"Data/EnvRoll.bmp") ; Load texture with name
  
  If img1 And img2 And img3
    
    Dim *Pointer(3)
    
    *pointer(0) = EncodeImage(0, #PB_ImagePlugin_BMP,0,24 );  
    FreeImage(0)
    *pointer(1) = EncodeImage(1, #PB_ImagePlugin_BMP,0,24 );  
    FreeImage(1)
    *pointer(2) = EncodeImage(2, #PB_ImagePlugin_BMP,0,24 );  
    FreeImage(2)
    
    Status=#True ;Set The Status To TRUE
    
    glGenTextures_(3,@texture(0)) ;Create The Texture
    
    For LOOP=0 To 3-1 ;Loop Through 5 Textures
      glBindTexture_(#GL_TEXTURE_2D,texture(LOOP))
      glTexParameteri_(#GL_TEXTURE_2D,#GL_TEXTURE_MIN_FILTER,#GL_LINEAR)
      glTexParameteri_(#GL_TEXTURE_2D,#GL_TEXTURE_MAG_FILTER,#GL_LINEAR)
      glTexImage2D_(#GL_TEXTURE_2D,0,3,PeekL(*pointer(LOOP)+18),PeekL(*pointer(LOOP)+22),0,#GL_BGR_EXT,#GL_UNSIGNED_BYTE,*pointer(LOOP)+54)
    Next

  EndIf
  
  For LOOP=0 To 3-1
    If *pointer(LOOP) ;If Texture Exists
       FreeMemory(*pointer(LOOP)) ;Free The Texture Image Memory
    EndIf
  Next
  
  ProcedureReturn Status ;Return The Status
  
EndProcedure

Procedure ReSizeGLScene(width.l,height.l) ;Resize And Initialize The GL Window

 If height=0 : height=1 : EndIf ;Prevent A Divide By Zero Error
 
 ResizeGadget(0, 0, 0, width, height)
 
 glViewport_(0,0,width,height) ;Reset The Current Viewport
 
 glMatrixMode_(#GL_PROJECTION) ;Select The Projection Matrix
 glLoadIdentity_() ;Reset The Projection Matrix
 
 gluPerspective_(45.0,Abs(width/height),0.1,100.0) ;Calculate The Aspect Ratio Of The Window
 
 glMatrixMode_(#GL_MODELVIEW) ;Select The Modelview Matrix
 glLoadIdentity_() ;Reset The Modelview Matrix
 
EndProcedure

Procedure InitGL() ;All Setup For OpenGL Goes Here

  If LoadGLTextures()=0 ;If Loading The Textures Failed
    ProcedureReturn #False ;Return False
  EndIf
  
  glShadeModel_(#GL_SMOOTH) ;Enable Smooth Shading
  glClearColor_(0.2,0.5,1.0,1.0) ;Background
  glClearDepth_(1.0) ;Depth Buffer Setup
  glClearStencil_(0) ;Clear The Stencil Buffer To 0
  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
  glEnable_(#GL_TEXTURE_2D) ;Enable 2D Texture Mapping
  
  glLightfv_(#GL_LIGHT0,#GL_AMBIENT,LightAmb()) ;Set The Ambient Lighting For Light0
  glLightfv_(#GL_LIGHT0,#GL_DIFFUSE,LightDif()) ;Set The Diffuse Lighting For Light0
  glLightfv_(#GL_LIGHT0,#GL_POSITION,LightPos()) ;Set The Position For Light0
  
  glEnable_(#GL_LIGHT0) ;Enable Light 0
  glEnable_(#GL_LIGHTING) ;Enable Lighting
  
  q=gluNewQuadric_() ;Create A New Quadratic
  gluQuadricNormals_(q,#GL_SMOOTH) ;Generate Smooth Normals For The Quad
  gluQuadricTexture_(q,#GL_TRUE) ;Enable Texture Coords For The Quad
  
  glTexGeni_(#GL_S,#GL_TEXTURE_GEN_MODE,#GL_SPHERE_MAP) ;Set Up Sphere Mapping
  glTexGeni_(#GL_T,#GL_TEXTURE_GEN_MODE,#GL_SPHERE_MAP) ;Set Up Sphere Mapping
  
  ProcedureReturn #True ;Initialization Went OK

EndProcedure

Procedure DrawObject() ;Draw Our Ball
  
  glColor3f_(1.0,1.0,1.0) ;Set Color To White
  glBindTexture_(#GL_TEXTURE_2D,texture(1)) ;Select Texture 2 (Ball.bmp)
  gluSphere_(q,0.35,32,16) ;Draw First Sphere
  
  glBindTexture_(#GL_TEXTURE_2D,texture(2)) ;Select Texture 3 (EnvRoll.bmp)
  glColor4f_(1.0,1.0,1.0,0.4) ;Set Color To White With 40% Alpha
  glEnable_(#GL_BLEND) ;Enable Blending
  glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE) ;Set Blending Mode To Mix Based On SRC Alpha
  glEnable_(#GL_TEXTURE_GEN_S) ;Enable Sphere Mapping
  glEnable_(#GL_TEXTURE_GEN_T) ;Enable Sphere Mapping
  
  gluSphere_(q,0.35,32,16) ;Draw Another Sphere Using New Texture
  ;Textures Will Mix Creating A MultiTexture Effect (Reflection)
  glDisable_(#GL_TEXTURE_GEN_S) ;Disable Sphere Mapping
  glDisable_(#GL_TEXTURE_GEN_T) ;Disable Sphere Mapping
  glDisable_(#GL_BLEND) ;Disable Blending
  
EndProcedure

Procedure DrawFloor() ;Draws The Floor
  
  glBindTexture_(#GL_TEXTURE_2D,texture(0)) ;Select Texture 1 (EnvWall.bmp)
  glBegin_(#GL_QUADS) ;Begin Drawing A Quad
  glNormal3f_(0.0, 1.0, 0.0) ;Normal Pointing Up
  glTexCoord2f_(0.0, 1.0) ;Top Left Of Texture
  glVertex3f_(-2.0, 0.0, 2.0) ;Top Left Corner Of Floor
  
  glTexCoord2f_(0.0, 0.0) ;Bottom Left Of Texture
  glVertex3f_(-2.0, 0.0,-2.0) ;Bottom Left Corner Of Floor
  
  glTexCoord2f_(1.0, 0.0) ;Bottom Right Of Texture
  glVertex3f_( 2.0, 0.0,-2.0) ;Bottom Right Corner Of Floor
  
  glTexCoord2f_(1.0, 1.0) ;Top Right Of Texture
  glVertex3f_( 2.0, 0.0, 2.0) ;Top Right Corner Of Floor
  glEnd_() ;Done Drawing The Quad
  
EndProcedure

Procedure DrawScene(Gadget)
  
  SetGadgetAttribute(Gadget, #PB_OpenGL_SetContext, #True)
  
  ;Clear Screen, Depth Buffer & Stencil Buffer
  glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT | #GL_STENCIL_BUFFER_BIT)
  
  ;Clip Plane Equations
  Protected Dim eqr.d(4) ;Plane Equation To Use For The Reflected Objects
  eqr(0)=0.0 : eqr(1)=-1.0 : eqr(2)=0.0 : eqr(3)=0.0
  
  glLoadIdentity_() ;Reset The Modelview Matrix
  glTranslatef_( 0.0,-0.6, zoom) ;Zoom And Raise Camera Above The Floor (Up 0.6 Units)
  glColorMask_(0,0,0,0) ;Set Color Mask
  
  glEnable_(#GL_STENCIL_TEST) ;Enable Stencil Buffer For "marking" The Floor
  glStencilFunc_(#GL_ALWAYS,1,1) ;Always Passes, 1 Bit Plane, 1 As Mask (We Set The Stencil Buffer To 1 Where We Draw Any Polygon)
  glStencilOp_(#GL_KEEP,#GL_KEEP,#GL_REPLACE) ;Keep If Test Fails, Keep If Test Passes But Buffer Test Fails, Replace If Test Passes
  glDisable_(#GL_DEPTH_TEST) ;Disable Depth Testing
  DrawFloor() ;Draw The Floor (Draws To The Stencil Buffer) We Only Want To Mark It In The Stencil Buffer
  
  glEnable_(#GL_DEPTH_TEST) ;Enable Depth Testing
  glColorMask_(1,1,1,1) ;Set Color Mask to TRUE, TRUE, TRUE, TRUE
  glStencilFunc_(#GL_EQUAL,1,1) ;We Draw Only Where The Stencil Is 1 (I.E. Where The Floor Was Drawn)
  glStencilOp_(#GL_KEEP,#GL_KEEP,#GL_KEEP) ;Don't Change The Stencil Buffer
  
  glEnable_(#GL_CLIP_PLANE0) ;Enable Clip Plane For Removing Artifacts (When The Object Crosses The Floor)
  glClipPlane_(#GL_CLIP_PLANE0, eqr()) ;Equation For Reflected Objects
  glPushMatrix_() ;Push The Matrix Onto The Stack
  glScalef_( 1.0,-1.0, 1.0) ;Mirror Y Axis
  glLightfv_(#GL_LIGHT0,#GL_POSITION,LightPos()) ;Set Up Light0
  glTranslatef_( 0.0, height, 0.0) ;Position The Object
  glRotatef_(xrot,1.0,0.0,0.0) ;Rotate Local Coordinate System On X Axis
  glRotatef_(yrot,0.0,1.0,0.0) ;Rotate Local Coordinate System On Y Axis
  DrawObject() ;Draw The Sphere (Reflection)
  glPopMatrix_() ;Pop The Matrix Off The Stack
  glDisable_(#GL_CLIP_PLANE0) ;Disable Clip Plane For Drawing The Floor
  glDisable_(#GL_STENCIL_TEST) ;We Don't Need The Stencil Buffer Any More (Disable)
  
  glLightfv_(#GL_LIGHT0,#GL_POSITION,LightPos()) ;Set Up Light0 Position
  glEnable_(#GL_BLEND) ;Enable Blending (Otherwise The Reflected Object Wont Show)
  glDisable_(#GL_LIGHTING) ;Since We Use Blending, We Disable Lighting
  glColor4f_(1.0,1.0,1.0,0.8) ;Set Color To White With 80% Alpha
  glBlendFunc_(#GL_SRC_ALPHA,#GL_ONE_MINUS_SRC_ALPHA) ;Blending Based On Source Alpha And 1 Minus Dest Alpha
  DrawFloor() ;Draw The Floor To The Screen
  
  glEnable_(#GL_LIGHTING) ;Enable Lighting
  glDisable_(#GL_BLEND) ;Disable Blending
  glTranslatef_( 0.0, height, 0.0) ;Position The Ball At Proper Height
  glRotatef_(xrot,1.0,0.0,0.0) ;Rotate On The X Axis
  glRotatef_(yrot,0.0,1.0,0.0) ;Rotate On The Y Axis
  DrawObject() ;Draw The Ball
  
  xrot+xrotspeed ;Update X Rotation Angle By xrotspeed
  yrot+yrotspeed ;Update Y Rotation Angle By yrotspeed
  glFlush_() ;Flush The GL Pipeline
  
  SetGadgetAttribute(Gadget, #PB_OpenGL_FlipBuffers, #True)
  
  ProcedureReturn #True ;Keep Going

EndProcedure

Procedure ProcessKeyboard() ;Process Keyboard Results
  
  If KeyboardPushed(#PB_Key_Right) And yrotspeed<2.5 ;Right Arrow Pressed
    yrotspeed+0.08 ;Increase yrotspeed
  EndIf
  If KeyboardPushed(#PB_Key_Left) And yrotspeed>-2.5 ;Left Arrow Pressed
    yrotspeed-0.08 ;Decrease yrotspeed
  EndIf
  If KeyboardPushed(#PB_Key_Down) And xrotspeed<2.5 ;Down Arrow Pressed
    xrotspeed+0.08 ;Increase xrotspeed
  EndIf
  If KeyboardPushed(#PB_Key_Up) And xrotspeed>-2.5 ;Up Arrow Pressed
    xrotspeed-0.08 ;Decrease xrotspeed
  EndIf
  
  If KeyboardPushed(#PB_Key_A) ;'A' Key Pressed
    zoom+0.05 ;Zoom In
  EndIf
  If KeyboardPushed(#PB_Key_Z) ;'Z' Key Pressed
    zoom-0.05 ;Zoom Out
  EndIf
  
  If KeyboardPushed(#PB_Key_PageDown) ;Page Up Key Pressed
    height+0.03 ;Move Ball Up
  EndIf
  If KeyboardPushed(#PB_Key_PageUp) ;Page Down Key Pressed
    height-0.03 ;Move Ball Down
  EndIf
  
EndProcedure

Procedure CreateGLWindow(title.s,WindowWidth.l,WindowHeight.l,bits.l=16,fullscreenflag.b=0,Vsync.b=0)
  
  If InitKeyboard() = 0 Or InitSprite() = 0 Or InitMouse() = 0
    MessageRequester("Error", "Can't initialize Keyboards or Mouse", 0)
    End
  EndIf

  If fullscreenflag
    hWnd = OpenWindow(0, 0, 0, WindowWidth, WindowHeight, title, #PB_Window_BorderLess|#PB_Window_Maximize )
    OpenWindowedScreen(WindowID(0), 0, 0,WindowWidth(0),WindowHeight(0)) 
  Else  
    hWnd = OpenWindow(0, 1, 1, WindowWidth, WindowHeight, title,#PB_Window_MinimizeGadget |  #PB_Window_MaximizeGadget | #PB_Window_SizeGadget ) 
    OpenWindowedScreen(WindowID(0), 1, 1, WindowWidth,WindowHeight) 
  EndIf
  
  If bits = 24
    OpenGlFlags + #PB_OpenGL_24BitDepthBuffer 
  EndIf
  
  If bits = 32
    OpenGlFlags + #PB_OpenGL_24BitDepthBuffer + #PB_OpenGL_8BitStencilBuffer
  EndIf
  
  If Vsync = 0
    OpenGlFlags + #PB_OpenGL_NoFlipSynchronization
  EndIf
  
  OpenGLGadget(0, 0, 0, WindowWidth(0),WindowHeight(0),OpenGlFlags)
  
  SetActiveGadget(0) 
  
  ReSizeGLScene(WindowWidth(0),WindowHeight(0))
  ;hDC = GetDC_(hWnd)
  
EndProcedure

CreateGLWindow("Banu Octavian & NeHe's Stencil & Reflection Tutorial (Lesson 26)",640,480,32,0) ; important 24Bit for Stencil-Puffer 

InitGL() 

Repeat

  Repeat 
    Event = WindowEvent()
    Select Event
      Case #PB_Event_CloseWindow
        Quit = 1
      Case #PB_Event_SizeWindow  
        ReSizeGLScene(WindowWidth(0),WindowHeight(0)) ;LoWord=Width, HiWord=Height
    EndSelect
  
  Until Event = 0
  
  ExamineKeyboard()
  
  If KeyboardPushed(#PB_Key_Escape) ;  Esc key to exit
    Quit = 1
  EndIf 
  
  ProcessKeyboard() ;Processed Keyboard Presses 

  DrawScene(0)
  
  Delay(2)
Until Quit = 1


 
Working on - MP3D Library - PB 5.73 version ready for download
Post Reply