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COpenGL.cpp
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// COpenGL.cpp -
#include "main.h"
COpenGL::COpenGL()
{
memset( states, 0, sizeof(states)*FREQUENT_STATES );
memset( state_was, 0, sizeof(states)*FREQUENT_STATES );
mode2d = false;
}
COpenGL::~COpenGL()
{
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Initialize()
//// Desc: inicializira opengl i view-funkciite
/////////////////////////////////////////////////////////////////////////////////////////////////
int COpenGL::Initialize( int width, int height, HWND hwnd )
{
GLuint PixelFormat;
static PIXELFORMATDESCRIPTOR pfd =
{
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
16, // 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
};
// take window and dc handles
m_hWindow = hwnd;
m_hDeviceContext = GetDC( m_hWindow );
if ( !m_hDeviceContext )
{
// appendtolog
return FALSE;
}
// opitai da namerish podhodqsht pixel-format
if ( !(PixelFormat = ChoosePixelFormat( m_hDeviceContext, &pfd )) )
{
// append to log
Destroy();
return FALSE;
}
SetPixelFormat( m_hDeviceContext, PixelFormat, &pfd );
// wzemi contex za rendirane
m_hRenderContext = wglCreateContext( m_hDeviceContext );
// activirai contexta
wglMakeCurrent( m_hDeviceContext, m_hRenderContext );
setState( gl_TEXTURE_2D, true );
glShadeModel( GL_SMOOTH );
glClearColor( 0.5f, 0.5f, 1.0f, 1.0f );
glClearDepth( 1.0f );
glDepthFunc(GL_LEQUAL);
setState( gl_DEPTH_TEST, true );
glFrontFace( GL_CCW ); // izkarva polygonite obratno na 4asovnikovata strelka
glCullFace( GL_BACK ); // enable culling of back-facing polys
glEnable(GL_CULL_FACE); // ne izvyrshva izchisleniq za light za FRONT i BACK polygoni
glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
//glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); // anti-alising
//glEnable( GL_POINT_SMOOTH );
//glScissor( 10, 10, 530, 400 ); // ogranichawane risuvaneto po ekrana
//glEnable( GL_SCISSOR_TEST );
// setupni perspectivata i ekrana
ResizeScene( width, height );
//************************************ // {!}
/*
GLfloat light_ambient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; // ambient e svetlina koqto ogrqwa wsi4ki predmeti
GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f }; // diffuse ogrqwa samo tezi kym koito e nasochena
GLfloat light_pos[] = { 4.0f, 4.0f, 1.0f, 1.0f }; // poziciq na svetlinata (x,y,z-positivno chislo=po-napred kym teb ;)
GLfloat light_spotpos[] = { 128.0f, 128.0f, 0.0f }; // poziciq na svetlinata (x,y,z,w-positivno chislo=po-napred kym teb ;)
// w = 0 directional, w <> 0 positional
/*
glLightfv( GL_LIGHT1, GL_POSITION, light_pos );
glLightfv( GL_LIGHT0, GL_AMBIENT, light_ambient );
glLightfv( GL_LIGHT0, GL_DIFFUSE, light_diffuse );
//glLightfv( GL_LIGHT0, GL_SPECULAR, light_ambient );
glEnable( GL_LIGHT0 );
*/
// LATEST
/* BOOK */
/*
GLfloat position[] = {0, 10, 0, 1};
glLightfv( GL_LIGHT0, GL_POSITION, position);
GLfloat ambient[]= {0.2, 0.2, 0.3};
glLightfv( GL_LIGHT0, GL_AMBIENT, ambient);
GLfloat diffuse[]= {1, 1, 1};
glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse);
GLfloat specular[]= {1,1,1};
glLightfv( GL_LIGHT0, GL_SPECULAR, specular);
GLfloat spotdir[]= {0,-1,0};
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, spotdir);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 65.0f);
// material
GLfloat aambient[]= {0.1, 0.1, 0.1, 1};
glMaterialfv( GL_FRONT, GL_AMBIENT, aambient);
GLfloat adiffuse[]= {1, 1, 1, 1};
glMaterialfv( GL_FRONT, GL_DIFFUSE, adiffuse);
GLfloat aspecular[]= {1, 1, 1, 1};
glMaterialfv( GL_FRONT, GL_SPECULAR, aspecular);
glMaterialf( GL_FRONT, GL_SHININESS, 25.0f);
*/
glEnable( GL_LIGHT0 );
//glEnable( GL_LIGHTING );
float light_ambient[] = { 0.1f, 0.1f, 0.1f, 0.1f };
float light_diffuse[] = { 1.0f, 1.0f, 1.0f, 0.0f };
float light_specular[] = { 0.5f, 0.5f, 0.5f, 1.0f };
float mat_shininess[] = { 25.0 };
float light_dir[] = {0.0f, -1.0f, 0.0f };
float light_pos[] = { 0.0f, 10.0f, 0.0f, 1.0f};
glLightfv( GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv( GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv( GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv( GL_LIGHT0, GL_POSITION, light_pos );
glLightfv( GL_LIGHT0, GL_SPOT_DIRECTION, light_dir );
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 75.0f );
// zarade tova izcezvat textovete
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE ); // sets lighting to one-sided
glEnable(GL_COLOR_MATERIAL);
GLfloat mat_ambient[]= { 0.2f, 0.2f, 0.2f, 1.0f };
GLfloat mat_diffuse[]= { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat mat_specular[]= { 1.0f, 1.0f, 1.0f, 1.0f };
glColorMaterial( GL_FRONT,GL_AMBIENT_AND_DIFFUSE);
glMaterialfv( GL_FRONT, GL_AMBIENT, mat_ambient );
glMaterialfv( GL_FRONT, GL_DIFFUSE, mat_diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, mat_specular );
glMaterialfv( GL_FRONT, GL_SHININESS, mat_shininess );
//glLightModeli(GL_LIGHT_MODEL_AMBIENT, GL_TRUE);
// glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
/*glLightModelfv(GL_LIGHT_MODEL_AMBIENT, light_ambient);
glLightModelfv(GL_DIFFUSE, light_diffuse);
glLightModelfv(GL_SPECULAR, light_specular);
glLightModelf (GL_SHININESS, light_shininess);*/
//glEnable(GL_NORMALIZE);
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: ResizeScene()
//// Desc:
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::ResizeScene( GLsizei width, GLsizei height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION ); // selectni Projection matricata (otgovarq za perspectivata)
glLoadIdentity();
//gluPerspective(45.0f,(GLfloat)width/(GLfloat)height, 4 , 4000.0f);
gluPerspective( 45.0f, (GLfloat)width/(GLfloat)height, 0.1f, 200.0f );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
m_screen_width = width;
m_screen_height = height;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Destroy()
//// Desc: release-va promenlivite i zatvarq GL
/////////////////////////////////////////////////////////////////////////////////////////////////
int COpenGL::Destroy()
{
// detachni rendering contexta ot device contexta
if ( m_hRenderContext )
{
wglMakeCurrent( NULL, NULL );
wglDeleteContext( m_hRenderContext );
m_hRenderContext = NULL;
}
// proveri device contexta
if ( m_hDeviceContext )
{
ReleaseDC( m_hWindow, m_hDeviceContext );
m_hDeviceContext = NULL;
}
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: BeginScene()
//// Desc: Izchistva buffera
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::BeginScene()
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: EndScene()
//// Desc: swap-va buferite
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::EndScene()
{
glFlush(); // uverqva che komadnite shte se izpalnet wmesto da se syhranqt w buffer
SwapBuffers( m_hDeviceContext );
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Set2D()
//// Desc: set 2D ortho mode
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::set2D()
{
// get projection matrix
glMatrixMode( GL_PROJECTION );
// push it
glPushMatrix();
// reset projection
glLoadIdentity();
// set ortho mode
glOrtho( 0, m_screen_width, m_screen_height, 0, -1.0, 1.0 );
// reset model-view matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
setState( gl_DEPTH_TEST, false );
mode2d = true;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Set3D()
//// Desc:
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::set3D()
{
if ( mode2d )
{
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
setState( gl_DEPTH_TEST, true );
mode2d = false;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: setState()
//// Desc: set various GL states
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::setState( GL_STATES state, bool enable )
{
bool en;
// remember old value
state_was[state] = states[state];
if ( enable )
{
if ( !states[state] )
states[state] = en = true;
else
return;
}
else
{
if ( states[state] )
states[state] = en = false;
else
return;
}
// enable/disable state
switch( state )
{
case gl_TEXTURE_2D: if ( en ) glEnable( GL_TEXTURE_2D ); else glDisable( GL_TEXTURE_2D ); break;
case gl_DEPTH_TEST: if ( en ) glEnable( GL_DEPTH_TEST ); else glDisable( GL_DEPTH_TEST ); break;
case gl_LIGHTING: if ( en ) glEnable( GL_LIGHTING ); else glDisable( GL_LIGHTING ); break;
case gl_LIGHT0: if ( en ) glEnable( GL_LIGHT0 ); else glDisable( GL_LIGHT0 ); break;
case gl_LIGHT1: if ( en ) glEnable( GL_LIGHT1 ); else glDisable( GL_LIGHT1 ); break;
case gl_LIGHT2: if ( en ) glEnable( GL_LIGHT2 ); else glDisable( GL_LIGHT2 ); break;
case gl_LIGHT3: if ( en ) glEnable( GL_LIGHT3 ); else glDisable( GL_LIGHT3 ); break;
case gl_LIGHT4: if ( en ) glEnable( GL_LIGHT4 ); else glDisable( GL_LIGHT4 ); break;
case gl_LIGHT5: if ( en ) glEnable( GL_LIGHT5 ); else glDisable( GL_LIGHT5 ); break;
case gl_LIGHT6: if ( en ) glEnable( GL_LIGHT6 ); else glDisable( GL_LIGHT6 ); break;
case gl_LIGHT7: if ( en ) glEnable( GL_LIGHT7 ); else glDisable( GL_LIGHT7 ); break;
case gl_BLEND: if ( en ) glEnable( GL_BLEND ); else glDisable( GL_BLEND ); break;
case gl_ALPHA_TEST: if ( en ) glEnable( GL_ALPHA_TEST ); else glDisable( GL_ALPHA_TEST ); break;
}
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: restoreState()
//// Desc: restore old state var
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::restoreState( GL_STATES state )
{
if ( !state_was[state] ) setState( state, false );
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: getViewMat()
//// Desc: get view matrix
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::getViewMat( CMatrix &m )
{
float mv[16];
glGetFloatv( GL_MODELVIEW_MATRIX, mv );
m = CMatrix( mv );
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: getProjectionMat()
//// Desc: get projection matrix
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::getProjectionMat( CMatrix &m )
{
float mp[16];
glGetFloatv( GL_PROJECTION_MATRIX, mp );
m = CMatrix( mp );
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: setViewMat()
//// Desc: set new view matrix
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::setViewMat( CMatrix m )
{
glMatrixMode( GL_MODELVIEW );
glLoadMatrixf( m.mat );
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: setProjectionMat()
//// Desc: set projection matrix
/////////////////////////////////////////////////////////////////////////////////////////////////
void COpenGL::setProjectionMat( CMatrix m )
{
glMatrixMode( GL_PROJECTION );
glLoadMatrixf( m.mat );
}
/******************* CLASS CDISPLAYLIST ********************/
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Begin()
//// Desc: start building display list
/////////////////////////////////////////////////////////////////////////////////////////////////
unsigned int CDisplayList::Begin()
{
unsigned int list_id;
list_id = glGenLists( 1 );
// on success, start a new list and add it to local array
if ( list_id != 0U )
{
glNewList( list_id, GL_COMPILE );
dl.push_back( list_id );
return list_id;
}
return 0U;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: End()
//// Desc: finish building Dlist
/////////////////////////////////////////////////////////////////////////////////////////////////
void CDisplayList::End()
{
glEndList();
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Render()
//// Desc: render a list id
/////////////////////////////////////////////////////////////////////////////////////////////////
void CDisplayList::Render( unsigned int list_id )
{
glCallList( list_id );
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//// Name: Destroy()
//// Desc: Destroy all lists
/////////////////////////////////////////////////////////////////////////////////////////////////
void CDisplayList::Destroy()
{
if ( dl.empty() )
return;
int sz = (int)dl.size();
// delelte lists from GL
for( int i = 0; i < sz; i++ )
glDeleteLists( dl[i], 1 );
// clear vector
dl.clear();
}