Hi Folks,
The following code is a hash really of other peoples code, mainly Nehe’s.
I am trying to get some font text to draw on the screen without success. I have manage to get text to draw on its own, but the problems start when I integrate it into my own project.
In the DrawGLScene you can even see that I commentted all the other drawing stuff out and my text still didnt draw - blank screen.
Anyone able to help please?
Ta
-Al
/*
* This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/
#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <math.h> // Windows Math Library
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library
#include <gl\glaux.h> // Header File For The Glaux Library
#include "objbase.h" // Needed for COM functionality
#include <stdarg.h> // Header File For Variable Argument Routines
///////////////////////////////////////////////////////////////
// XSENS DEFINES ETC //
///////////////////////////////////////////////////////////////
// import functions in MT object
#include "IMTObj.h"
// GUIDs of MT object
#include "IMTObj_i.c"
// return values for MT_GetOrientation function
#define MT_NEWDATA 1
#define MT_NODATA 2
#define MT_NOSENSORID 3
#define MT_INCOMPLETE 4
#define MT_CHECKSUMERROR 5
#define MT_NOPORT 6
#define MT_NOCALIBVALUES 7
#define MT_POWERLOSS 8
// output possiblities for MT object
#define MT_LOGQUATERNION 0
#define MT_LOGEULER 1
#define MT_LOGROTMATRIX 2
// Global pointer to the MTObj COM Interface
IMotionTracker* pMT;
// Output data format
short g_nMode = MT_LOGEULER;
// Global Varibale to Hold Orientation Data
float fOrientationData[9] = {0};
double pi = 3.1415926535;
///////////////////////////////////////////////////////////////
// OPEN GL VARIABLES ETC //
///////////////////////////////////////////////////////////////
HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application
bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default
GLuint base;
GLuint loop;
GLfloat lines;
GLuint texture[2]; // Storage For One Texture ( NEW )
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
/////////////////// SETUP FILTER FOR XSENS ////////////////////
void SetupFilter()
{
// Set MTObj COM object options
short m_bLogCalibratedData = FALSE;
// Set MTObj COM object variables
float fGain = 1.0;
short nCorInterval = 1;
float fRho = 1.0;
short nPortNumber = 1;
//////////////////////////////////////////////////////////////////////////
// Sample frequency and .XMU file location not needed with MT9-B
// Sample frequency and .XMU file location needed with MT9-A
//short nSampleFreq = 100;
//wchar_t* wszIn = L"D:\\2025_07082002_000.xmu";
//
//// Allocate string and copy wszIn
//BSTR bstrIn;
//bstrIn = ::SysAllocString(wszIn);
//////////////////////////////////////////////////////////////////////////
// Create instance of MTObj COM object
printf("Create instance of MotionTracker object...");
HRESULT hRes = CoCreateInstance(CLSID_MotionTracker, NULL, CLSCTX_SERVER, IID_IMotionTracker, (void**) &pMT);
if (FAILED(hRes))
{
printf("Error %x in CoCreateInstance for MT object!",hRes);
return;
}
else
printf("done
");
printf("Setting filter parameters...");
// Optional settings
pMT->MT_SetCalibratedOutput(m_bLogCalibratedData);
// Set Gain, Correction interval and Rho
pMT->MT_SetFilterSettings(fGain,nCorInterval,fRho);
// Required settings
pMT->MT_SetOutputMode(g_nMode);
// Set COM port number (1-15) where MT9 is attached
pMT->MT_SetCOMPort(nPortNumber);
//////////////////////////////////////////////////////////////////////////
// Sample frequency and .XMU file location not needed with MT9-B
// Sample frequency and .XMU file location need with MT9-A
//pMT->MT_SetSampleFrequency(nSampleFreq);
//
//// Set .XMU file location
//pMT->MT_SetxmuLocationBSTR(bstrIn);
//
//// Free allocated string
//::SysFreeString(bstrIn);
//////////////////////////////////////////////////////////////////////////
printf("done
");
}
/////////////////// GET DATA FOR XSENS ////////////////////
BOOL GetData()
{
VARIANT OrientationBuffer;
void* pDest;
short nNew = 0;
BOOL bNewData = FALSE;
pMT->MT_GetOrientationData(&nNew, &OrientationBuffer);
if (nNew == MT_NEWDATA)
{
// Check if array is not empty
if (OrientationBuffer.vt != VT_EMPTY)
{
// Retrieve pointer to array data
HRESULT hr = SafeArrayAccessData(OrientationBuffer.parray, &pDest);
// One dimensional array. Get the bounds for the array.
if (SUCCEEDED(hr))
{
__try{
// Copy data from the VARIANT array to the local fData array
memcpy(fOrientationData,pDest,(OrientationBuffer.parray->rgsabound->cElements * sizeof(float)));
bNewData = TRUE;
}
__except(GetExceptionCode() == STATUS_ACCESS_VIOLATION){
bNewData = FALSE;
}
SafeArrayUnaccessData(OrientationBuffer.parray); // Invalidate pointer
// Variant must be cleared. This also destroys the SafeArray
VariantClear(&OrientationBuffer);
// fOrientationData now contains orientation data is bNewData = true
// Can be logged to file or written to screen (see below)
if (g_nMode == MT_LOGEULER)
{
printf("%f %f %f
",fOrientationData[0],fOrientationData[1],fOrientationData[2]);
}
bNewData = FALSE;
return TRUE;
}
else
return FALSE;
}
else
return FALSE;
}
else if (nNew != 0)
{
// Check if error was reported by MotionTracker object
switch(nNew) {
case MT_NODATA:
printf("No Data On COM Port
");
break;
case MT_NOSENSORID:
printf("No Sensor ID Received From Sensor
");
break;
case MT_INCOMPLETE:
printf("Incomplete Data Received (Connection Lost)
");
break;
case MT_CHECKSUMERROR:
printf("Checksum Error
");
break;
case MT_NOPORT:
printf("COM Port Could Not Be Opened
");
break;
case MT_NOCALIBVALUES:
printf("XMU File With Calibration Data Could Not Be Read or
MTS Data With Calibration Data Not Set
");
break;
case MT_POWERLOSS:
printf("Power Supply To The Sensor Was Probably Interupted
");
break;
}
return FALSE;
}
else
return TRUE;
}
AUX_RGBImageRec *LoadBMP(char *Filename) // Loads A Bitmap Image
{
FILE *File=NULL; // File Handle
if (!Filename) // Make Sure A Filename Was Given
{
return NULL; // If Not Return NULL
}
File=fopen(Filename,"r"); // Check To See If The File Exists
if (File) // Does The File Exist?
{
fclose(File); // Close The Handle
return auxDIBImageLoad(Filename); // Load The Bitmap And Return A Pointer
}
return NULL; // If Load Failed Return NULL
}
int LoadGLTextures() // Load Bitmaps And Convert To Textures
{
int Status=FALSE; // Status Indicator
AUX_RGBImageRec *TextureImage[2]; // Create Storage Space For The Texture Data
memset(TextureImage,0,sizeof(void *)*2); // Set The Pointer To NULL
if ((TextureImage[0]=LoadBMP("Untitled-1.bmp")) && // Logo Texture
(TextureImage[1]=LoadBMP("mask.bmp"))) // Second Image
{
Status=TRUE; // Set The Status To TRUE
glGenTextures(2, &texture[0]); // Create Five Textures
for (loop=0; loop<2; loop++) // Loop Through All 5 Textures
{
glBindTexture(GL_TEXTURE_2D, texture[loop]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[loop]->sizeX, TextureImage[loop]->sizeY,
0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
}
}
for (loop=0; loop<2; loop++) // Loop Through All 5 Textures
{
if (TextureImage[loop]) // If Texture Exists
{
if (TextureImage[loop]->data) // If Texture Image Exists
{
free(TextureImage[loop]->data); // Free The Texture Image Memory
}
free(TextureImage[loop]); // Free The Image Structure
}
}
return Status; // Return The Status
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}
glViewport(0,0,width,height); // Reset The Current Viewport
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}
GLvoid BuildFont(GLvoid) // 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( -24, // 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
"Courier New"); // 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
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
if (!LoadGLTextures()) // Jump To Texture Loading Routine ( NEW )
{
return FALSE; // If Texture Didn't Load Return FALSE ( NEW )
}
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // 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
return TRUE; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
GLfloat radius_1=1.8f;
GLfloat radius_2=2.0f;
GLfloat radius_3=2.2f;
//////////XSENS STUFF //////////////
GetData();
///////////////////////////////////
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
glTranslatef(0.0f,0.0f,-7.0f);
/*
//**** Disable texturing
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glRotatef(fOrientationData[0],0.0f,0.0f,1.0f);
glTranslatef(0.0f,(fOrientationData[1]/18.0)+0.0f,0.0f);
//**** Blue/Brown of Horizon
glBegin(GL_QUADS);
glColor3f(0.0f, 0.6f, 0.796f);
glVertex3f(-6.0f, 18.0f, 0.0f); // Top Left
glVertex3f( 6.0f, 18.0f, 0.0f); // Top Right
glVertex3f( 6.0, 0.0f, 0.0f); // Bottom Right
glVertex3f(-6.0f, 0.0f, 0.0f); // Bottom Left
glColor3f(0.694f, 0.4f, 0.0f);
glVertex3f(-6.0f, -18.0f, 0.0f); // Top Left
glVertex3f( 6.0f, -18.0f, 0.0f); // Top Right
glVertex3f( 6.0f, 0.0f, 0.0f); // Bottom Right
glVertex3f(-6.0f, 0.0f, 0.0f); // Bottom Left
glEnd();
//**** Horizon Lines
for (lines=-18; lines<19; lines++)
{
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f); // Sets Color White
glVertex3f(-6.0f, 0.0f, 0.0f); //Level
glVertex3f(6.0f, 0.0f, 0.0f);
glVertex3f(-0.75f, lines+1.0f, 0.0f); //10 UP
glVertex3f(0.75f, lines+1.0f, 0.0f);
glVertex3f(-0.25f, lines+0.75f, 0.0f); // ---
glVertex3f(0.25f, lines+0.75f, 0.0f);
glVertex3f(-0.5f, lines+0.5f, 0.0f); //---===---
glVertex3f(0.5f, lines+0.5f, 0.0f);
glVertex3f(-0.25f, lines+0.25f, 0.0f); // ---
glVertex3f(0.25f, lines+0.25f, 0.0f);
glEnd();
}
glPopMatrix();
// WINGS
glBegin(GL_QUADS);
glColor3f(0.0f,0.0f,0.0f);
glVertex3f(-1.75f,0.075f,0.0f); //LEFT
glVertex3f(-0.75f,0.075f,0.0f);
glVertex3f(-0.75f,-0.075f,0.0f);
glVertex3f(-1.75f,-0.075f,0.0f);
glVertex3f(-0.75f,-0.075f,0.0f);
glVertex3f(-0.75f,-0.175f,0.0f);
glVertex3f(-0.875f,-0.175f,0.0f);
glVertex3f(-0.875f,-0.075f,0.0f);
glVertex3f(1.75f,0.075f,0.0f); //RIGHT
glVertex3f(0.75f,0.075f,0.0f);
glVertex3f(0.75f,-0.075f,0.0f);
glVertex3f(1.75f,-0.075f,0.0f);
glVertex3f(0.75f,-0.075f,0.0f);
glVertex3f(0.75f,-0.175f,0.0f);
glVertex3f(0.875f,-0.175f,0.0f);
glVertex3f(0.875f,-0.075f,0.0f);
glVertex3f(-0.075f,0.075f,0.0f); // MIDDLE DOT
glVertex3f(0.075f,0.075f,0.0f);
glVertex3f(0.075f,-0.075f,0.0f);
glVertex3f(-0.075f,-0.075f,0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glEnd();
// OUTLINES IN WHITE
glBegin(GL_LINE_LOOP);
glColor3f(1.0f,1.0f,1.0f);
glVertex3f(-1.75f,0.075f,0.0f); //LEFT
glVertex3f(-0.75f,0.075f,0.0f);
glVertex3f(-0.75f,-0.175f,0.0f);
glVertex3f(-0.875f,-0.175f,0.0f);
glVertex3f(-0.875f,-0.075f,0.0f);
glVertex3f(-1.75f,-0.075f,0.0f);
glEnd();
glBegin(GL_LINE_LOOP);
glColor3f(1.0f,1.0f,1.0f);
glVertex3f(1.75f,0.075f,0.0f); //LEFT
glVertex3f(0.75f,0.075f,0.0f);
glVertex3f(0.75f,-0.175f,0.0f);
glVertex3f(0.875f,-0.175f,0.0f);
glVertex3f(0.875f,-0.075f,0.0f);
glVertex3f(1.75f,-0.075f,0.0f);
glEnd();
glBegin(GL_LINE_LOOP);
glVertex3f(-0.075f,0.075f,0.0f); // MIDDLE DOT
glVertex3f(0.075f,0.075f,0.0f);
glVertex3f(0.075f,-0.075f,0.0f);
glVertex3f(-0.075f,-0.075f,0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glEnd();
glPushMatrix(); // MOVING NON FILLED BANK TRIANGLE
glRotatef(fOrientationData[0],0.0f,0.0f,1.0f);
glBegin(GL_LINE_LOOP);
glVertex3f(-0.15f,1.6f,0.0f);
glVertex3f(-0.15f,1.5f,0.0f);
glVertex3f(0.15f,1.5f,0.0f);
glVertex3f(0.15f,1.6f,0.0f);
glVertex3f(0.0f,1.8,0.0f);
glColor3f(1.0f, 1.0f, 1.0f);
glEnd();
glPopMatrix();
glBegin(GL_TRIANGLES); // NON MOVING BANK TRIANGLE - R=1.8
glVertex3f(0.0f,1.8,0.0f);
glVertex3f(-0.15f,2.0f,0.0f);
glVertex3f(0.15f,2.0f,0.0f);
glEnd();
glRotatef(90,0.0f,0.0f,1.0f);
glBegin(GL_LINES);
glVertex3f(radius_1*cos(pi/18),radius_1*sin(pi/18),0.0f); //10 deg
glVertex3f(radius_2*cos(pi/18),radius_2*sin(pi/18),0.0f);
glVertex3f(radius_1*cos(pi/9),radius_1*sin(pi/9),0.0f); // 20 deg
glVertex3f(radius_2*cos(pi/9),radius_2*sin(pi/9),0.0f);
glVertex3f(radius_1*cos(pi/6),radius_1*sin(pi/6),0.0f); // 30 deg
glVertex3f(radius_3*cos(pi/6),radius_3*sin(pi/6),0.0f);
glVertex3f(radius_1*cos(pi/4),radius_1*sin(pi/4),0.0f); // 45 deg
glVertex3f(radius_2*cos(pi/4),radius_2*sin(pi/4),0.0f);
glVertex3f(radius_1*cos(pi/3),radius_1*sin(pi/3),0.0f); // 60 deg
glVertex3f(radius_3*cos(pi/3),radius_3*sin(pi/3),0.0f);
glEnd();
pi=pi*-1;
glBegin(GL_LINES);
glVertex3f(radius_1*cos(pi/18),radius_1*sin(pi/18),0.0f); //10 deg
glVertex3f(radius_2*cos(pi/18),radius_2*sin(pi/18),0.0f);
glVertex3f(radius_1*cos(pi/9),radius_1*sin(pi/9),0.0f); // 20 deg
glVertex3f(radius_2*cos(pi/9),radius_2*sin(pi/9),0.0f);
glVertex3f(radius_1*cos(pi/6),radius_1*sin(pi/6),0.0f); // 30 deg
glVertex3f(radius_3*cos(pi/6),radius_3*sin(pi/6),0.0f);
glVertex3f(radius_1*cos(pi/4),radius_1*sin(pi/4),0.0f); // 45 deg
glVertex3f(radius_2*cos(pi/4),radius_2*sin(pi/4),0.0f);
glVertex3f(radius_1*cos(pi/3),radius_1*sin(pi/3),0.0f); // 60 deg
glVertex3f(radius_3*cos(pi/3),radius_3*sin(pi/3),0.0f);
glEnd();
//**** Enable texturing
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glBlendFunc(GL_DST_COLOR,GL_ZERO);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_QUADS); // Start Drawing A Textured Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-5.0f, 5.0f, 0.0f); // Bottom Left
glTexCoord2f(1.0f, 1.0f); glVertex3f(5.0f, 5.0f, 0.0f); // Bottom Right
glTexCoord2f(1.0f, 0.0f); glVertex3f(5.0f, -5.0f, 0.0f); // Top Right
glTexCoord2f(0.0f, 0.0f); glVertex3f(-5.0f, -5.0f, 0.0f); // Top Left
glEnd();
glDisable(GL_BLEND);
*/
//***** Font Stuff ******
glColor3f(1.0f,1.0f,1.0f);
glRasterPos3f(0.0f,0.0f,0.0f);
glPrint("Active OpenGL Text With NeHe");
return TRUE; // Everything Went OK
}
GLvoid KillGLWindow(GLvoid) // 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
}
if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}
if (hDC && !ReleaseDC(hWnd,hDC)) // 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
}
if (hWnd && !DestroyWindow(hWnd)) // 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
}
if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
KillFont();
}
/* 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) */
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)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; // 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)) // Attempt To Register The Window Class
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
// 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
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);
return FALSE; // Return FALSE
}
}
}
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
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size
// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
"OpenGL", // Class Name
title, // Window Title
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
static 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
bits, // 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
};
if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
if (!(hRC=wglCreateContext(hDC))) // 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);
return FALSE; // Return FALSE
}
if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
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()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}
return TRUE; // Success
}
LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}
return 0; // Return To The Message Loop
}
case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}
case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}
case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}
case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}
case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}
// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop
////////////XSENS
CoInitialize(NULL);
SetupFilter();
pMT->MT_StartProcess();
// 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
}
// Create Our OpenGL Window
if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
while(!done) // 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
}
}
else // If There Are No Messages
{
// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || 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)
}
if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow("NeHe's First Polygon Tutorial",640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
//////////////////XSENS////////////////
pMT->MT_StopProcess();
if (pMT != NULL)
{
pMT->Release();
pMT = NULL;
}
// Uninitialize COM library
CoUninitialize();
return (msg.wParam); // Exit The Program
}