NeHe's First Polygon Tutorial (Lesson 2)
Posted: Tue Jan 02, 2007 7:07 am
This shows how to draw some OpenGL polygons.
It is nearly the same as lesson 1, only DrawGLScene() is different.
Last edited on 20 Feb 2007.
It is nearly the same as lesson 1, only DrawGLScene() is different.
Last edited on 20 Feb 2007.
Code: Select all
;NeHe's First Polygon Tutorial (Lesson 2)
;http://nehe.gamedev.net
;Credits: Nico Gruener, Dreglor, traumatic
;Author: hagibaba
;Date: 3 Jan 2007
;Note: up-to-date with PB v4.02 (Windows)
;Section for standard constants, structures, macros and declarations
XIncludeFile "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
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
Import "glu32.lib"
gluPerspective(fovy.d,aspect.d,zNear.d,zFar.d) ;sets up a perspective projection matrix
EndImport
Import "opengl32.lib"
glClearDepth(depth.d) ;specifies the clear value for the depth buffer
EndImport
;Start of Lesson 2
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
Declare.l WndProc(hWnd.l,uMsg.l,wParam.l,lParam.l) ;Declaration For WndProc
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
glShadeModel_(#GL_SMOOTH) ;Enable Smooth Shading
glClearColor_(0.0,0.0,0.0,0.5) ;Black Background
glClearDepth(1.0) ;Depth Buffer Setup
glEnable_(#GL_DEPTH_TEST) ;Enables Depth Testing
glDepthFunc_(#GL_LEQUAL) ;The Type Of Depth Testing To Do
glHint_(#GL_PERSPECTIVE_CORRECTION_HINT,#GL_NICEST) ;Really Nice Perspective Calculations
ProcedureReturn #True ;Initialization Went OK
EndProcedure
Procedure.l DrawGLScene() ;Here's Where We Do All The Drawing
glClear_(#GL_COLOR_BUFFER_BIT | #GL_DEPTH_BUFFER_BIT) ;Clear Screen And Depth Buffer
glLoadIdentity_() ;Reset The Current Modelview Matrix
glTranslatef_(-1.5,0.0,-6.0) ;Move Left 1.5 Units And Into The Screen 6.0
glBegin_(#GL_TRIANGLES) ;Drawing Using Triangles
glVertex3f_( 0.0, 1.0, 0.0) ;Top
glVertex3f_(-1.0,-1.0, 0.0) ;Bottom Left
glVertex3f_( 1.0,-1.0, 0.0) ;Bottom Right
glEnd_() ;Finished Drawing The Triangle
glTranslatef_(3.0,0.0,0.0) ;Move Right 3 Units
glBegin_(#GL_QUADS) ;Draw A Quad
glVertex3f_(-1.0, 1.0, 0.0) ;Top Left
glVertex3f_( 1.0, 1.0, 0.0) ;Top Right
glVertex3f_( 1.0,-1.0, 0.0) ;Bottom Right
glVertex3f_(-1.0,-1.0, 0.0) ;Bottom Left
glEnd_() ;Done Drawing The Quad
ProcedureReturn #True ;Everything Went OK
EndProcedure
Procedure KillGLWindow() ;Properly Kill The Window
If fullscreen ;Are We In Fullscreen Mode?
ChangeDisplaySettings_(#Null,0) ;If So Switch Back To The Desktop
ShowCursor_(#True) ;Show Mouse Pointer
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=0 ;No Stencil Buffer
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("NeHe's First Polygon Tutorial",640,480,16,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
SwapBuffers_(hDC) ;Swap Buffers (Double Buffering)
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("NeHe's First Polygon Tutorial",640,480,16,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