Hello i have a final year project which has to track the motion of a autonomous robot(car) on my synthetic environment that i have created.
the idea what i had is to use a wireless module which could generate a trigger when the bot changes its directions …so could any one tell me what opengl function i can use to get the values from the wireless module and how i can track the motion of my robotic car…or any other appraoch to this problem that i can use…please any suggestion would be appreciated thanku…
This sounds like it has absolutely nothing to do with OpenGL.
Or maybe your description was not clear enough ?
[QUOTE=ZbuffeR;1236911]This sounds like it has absolutely nothing to do with OpenGL.
Or maybe your description was not clear enough ?[/QUO
it does involve opengl , the motion of my autonomous bot(car) in the real world ,should be shown on the virtual (synthetic vision) environment that i have created on my laptop using opengl,therefore i have bought a wireless module wherein the rf transmitter on my bot would send a signal to the rf receiver near the pc(which i have not configured yet) hence all the movements (left,right,forward,reverse) that the bot makes in the real world should also be shown on my laptop(and we shouldn’t use a camera)…the opengl code that i have shows the bot movement ,when i press the forward,left,right. etc…keys on my keyboard…and also in opengl we have used serial communication function that send the forward key command to the microprocessor…so therefore another prob is now i have to turn it to a wireless communication…so please help me with this…!!Thanku
here is my code:
/*
Title: Synthetic Vision System
*/
#include <windows.h>
#include <stdio.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include<gl\glut.h>
#include <math.h>
//#include “stdio.h”
#include “atlstr.h”
//#include<conio.h>
//////////////////////////////////////////////////////////////////////////////////////////
//Declarations
/////////////////////////////////////////////////////////////////////////////////////////
#define CAMERASPEED 0.0017f
HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;
float Distance;
bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;
bool autoflag=true;
const float piover180 = 0.0174532925f;
float heading;
float xpos;
float zpos;
bool flagcam=true;
GLfloat yrot;
GLfloat walkbias = 0;
GLfloat walkbiasangle = 0;
GLfloat lookupdown = 0.0f;
GLfloat z=0.0f;
GLuint filter;
GLuint texture[2];
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Serial Communication
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool WriteComPort(CString PortSpecifier, CString data)
{
DCB dcb;
DWORD byteswritten;
HANDLE hPort = CreateFile(
PortSpecifier,
GENERIC_WRITE,
0,
NULL,
OPEN_EXISTING,
0,
NULL
);
if (!GetCommState(hPort,&dcb))
return false;
dcb.BaudRate = CBR_9600; //9600 Baud
dcb.ByteSize = 8; //8 data bits
dcb.Parity = NOPARITY; //no parity
dcb.StopBits = ONESTOPBIT; //1 stop
if (!SetCommState(hPort,&dcb))
return false;
bool retVal = WriteFile(hPort,data,1,&byteswritten,NULL);
CloseHandle(hPort); //close the handle
return retVal;
}
void delay(int delvar)
{
for(int a=1000;a>0;a–)
for(int c=1000;c>0;c–)
for(int b=delvar;b>0;b–);
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Geometrical parameters
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
typedef struct tVector3
{
tVector3() {}
tVector3 (float new_x, float new_y, float new_z)
{x = new_x; y = new_y; z = new_z;}
tVector3 operator+(tVector3 vVector)
{return tVector3(vVector.x+x, vVector.y+y, vVector.z+z);}
tVector3 operator-(tVector3 vVector)
{return tVector3(x-vVector.x, y-vVector.y, z-vVector.z);}
tVector3 operator*(float number)
{return tVector3(x*number, y*number, z*number);}
tVector3 operator/(float number)
{return tVector3(x/number, y/number, z/number);}
float x, y, z;
}tVector3;
tVector3 mPos;
tVector3 mView;
tVector3 mUp;
//tVector3 dest;
typedef struct tagVERTEX
{
float x, y, z;
float u, v;
} VERTEX;
typedef struct tagTRIANGLE
{
VERTEX vertex[3];
} TRIANGLE;
typedef struct tagSECTOR
{
int numtriangles;
TRIANGLE* triangle;
} SECTOR;
SECTOR sector1;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Camera Manipulations
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void Position_Camera(float pos_x, float pos_y, float pos_z,
float view_x, float view_y, float view_z,
float up_x, float up_y, float up_z)
{
mPos = tVector3(pos_x, pos_y, pos_z );
mView = tVector3(view_x, view_y, view_z);
mUp = tVector3(up_x, up_y, up_z );
}
void Move_Camera(float speed)
{
tVector3 vVector = mView - mPos;
mPos.x = mPos.x + vVector.x * speed;
mPos.z = mPos.z + vVector.z * speed;
mView.x = mView.x + vVector.x * speed;
mView.z = mView.z + vVector.z * speed;
}
void Rotate_View(float speed)
{
tVector3 vVector = mView - mPos;
mView.z = (float)(mPos.z + sin(speed)*vVector.x + cos(speed)*vVector.z);
mView.x = (float)(mPos.x + cos(speed)*vVector.x - sin(speed)*vVector.z);
}
void Keyboard_Input()
{
if((GetKeyState(VK_UP) & 0x80))// && WriteComPort(“COM1”,“w”))
{
Move_Camera( CAMERASPEED);
}
if((GetKeyState(VK_DOWN) & 0x80))// && WriteComPort("COM1","s"))
{
Move_Camera(-CAMERASPEED);
}
if((GetKeyState(VK_LEFT) & 0x80))// && WriteComPort("COM1","a"))
{
Rotate_View(-CAMERASPEED-0.037f);
}
if((GetKeyState(VK_RIGHT) & 0x80))// && WriteComPort("COMdw1","d"))
{
Rotate_View( CAMERASPEED+0.037f);
}
}
void Mouse_Move(int wndWidth, int wndHeight)
{
POINT mousePos;
int mid_x = wndWidth >> 1;
int mid_y = wndHeight >> 1;
float angle_y = 0.0f;
float angle_z = 0.0f;
GetCursorPos(&mousePos);
SetCursorPos(mid_x, mid_y);
angle_y = (float)( (mid_x - mousePos.x) ) / 1000;
angle_z = (float)( (mid_y - mousePos.y) ) / 1000;
mView.y += angle_z * 2;
if((mView.y - mPos.y) > 8) mView.y = mPos.y + 8;
if((mView.y - mPos.y) <-8) mView.y = mPos.y - 8;
Rotate_View(-angle_y);
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//reading Coordinates
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void readstr(FILE *f,char *string)
{
do
{
fgets(string, 255, f);
} while ((string[0] == ‘/’) || (string[0] == ’
'));
return;
}
void SetupWorld()
{
float x, y, z, u, v;
int numtriangles;
FILE *filein;
char oneline[255];
filein = fopen(“data/track .txt”, “r”); // with cabins original
readstr(filein,oneline);
sscanf(oneline, "TRIANGLES %d
", &numtriangles);
sector1.triangle = new TRIANGLE[numtriangles];
sector1.numtriangles = numtriangles;
for (int loop = 0; loop < numtriangles; loop++)
{
for (int vert = 0; vert < 3; vert++)
{
readstr(filein,oneline);
sscanf(oneline, "%f %f %f %f %f", &x, &y, &z, &u, &v);
sector1.triangle[loop].vertex[vert].x = x;
sector1.triangle[loop].vertex[vert].y = y;
sector1.triangle[loop].vertex[vert].z = z;
sector1.triangle[loop].vertex[vert].u = u;
sector1.triangle[loop].vertex[vert].v = v;
}
}
fclose(filein);
return;
}
AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,“r”);
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int LoadGLTextures()
{
int Status=FALSE;
AUX_RGBImageRec *TextureImage[3];
memset(TextureImage,0,sizeof(void *)*3);
if ((TextureImage[0]=LoadBMP("Data/123.bmp"))&& (TextureImage[1]=LoadBMP("Data/only red.bmp")) && (TextureImage[2]=LoadBMP("Data/green.bmp")))
{
Status=TRUE;
glGenTextures(3, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[0]->sizeX, TextureImage[0]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[0]->data);
glBindTexture(GL_TEXTURE_2D, texture[1]);
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[1]->sizeX, TextureImage[1]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[1]->data);
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TextureImage[2]->sizeX, TextureImage[2]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[2]->data);
}
if ((TextureImage[0])&& (TextureImage[1])&&(TextureImage[2]))
{
if ((TextureImage[0]->data)&&(TextureImage[1]->data)&&(TextureImage[2]->data))
{
free(TextureImage[0]->data);
free(TextureImage[1]->data);
free(TextureImage[2]->data);
}
free(TextureImage[0]);
free(TextureImage[1]);
free(TextureImage[2]);
}
return Status;
}
GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}
glViewport(0,0,width,height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
int InitGL(GLvoid)
{
if (!LoadGLTextures())
{
return FALSE;
}
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
SetupWorld();
Position_Camera(0, 10, 10,0, 10, 0,0, 0, 1)//0, 10, 0,0, 0, 0,0, 0, 1
return TRUE;
}
int DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GLfloat x_m, y_m, z_m, u_m, v_m;
GLfloat xtrans = -xpos;
GLfloat ztrans = -zpos;
GLfloat ytrans = -walkbias-0.25f;
int numtriangles;
gluLookAt(mPos.x, mPos.y, mPos.z,
mView.x, mView.y, mView.z,
mUp.x, mUp.y, mUp.z);
glTranslatef(xtrans, ytrans, ztrans);
numtriangles = sector1.numtriangles;
//glPushMatrix();
// Process Each Triangle
for (int loop_m = 0; loop_m < 2; loop_m++)
{
glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
for (int loop_m = 2; loop_m < 8; loop_m++)
{
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
for (int loop_m = 8; loop_m < 34; loop_m++)
{
glBindTexture(GL_TEXTURE_2D, texture[2]);
glBegin(GL_TRIANGLES);
glNormal3f( 0.0f, 0.0f, 1.0f);
x_m = sector1.triangle[loop_m].vertex[0].x;
y_m = sector1.triangle[loop_m].vertex[0].y;
z_m = sector1.triangle[loop_m].vertex[0].z;
u_m = sector1.triangle[loop_m].vertex[0].u;
v_m = sector1.triangle[loop_m].vertex[0].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[1].x;
y_m = sector1.triangle[loop_m].vertex[1].y;
z_m = sector1.triangle[loop_m].vertex[1].z;
u_m = sector1.triangle[loop_m].vertex[1].u;
v_m = sector1.triangle[loop_m].vertex[1].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
x_m = sector1.triangle[loop_m].vertex[2].x;
y_m = sector1.triangle[loop_m].vertex[2].y;
z_m = sector1.triangle[loop_m].vertex[2].z;
u_m = sector1.triangle[loop_m].vertex[2].u;
v_m = sector1.triangle[loop_m].vertex[2].v;
glTexCoord2f(u_m,v_m); glVertex3f(x_m,y_m,z_m);
glEnd();
}
//glPopMatrix();
return TRUE;
}
void autocamera(float destx,float destz)
{
while(mPos.x !=0 && WriteComPort(“COM1”,“w”))
{
//if(mPos.x=0)
// temp=0;
Move_Camera(CAMERASPEED);
DrawGLScene();
SwapBuffers(hDC);
}
/* if(destz<0)
{
while(mView.x!=destx)
{
Rotate_View( CAMERASPEED+0.002f);
DrawGLScene();
SwapBuffers(hDC);
}
}
while(mPos.z!=destz)
{
Move_Camera(CAMERASPEED);
DrawGLScene();
SwapBuffers(hDC);
}
*/ autoflag=true;
}
void initcamera()
{
while((GetKeyState(VK_RETURN) & 0x80) && flagcam)
{
for(mPos.x=0,mPos.y=10;mPos.x<=5 && mPos.y>=0;mPos.x++,mPos.y–)
{
DrawGLScene();
delay(25);
//glLoadIdentity();
//glPushMatrix();
//glPopMatrix();
SwapBuffers(hDC);
}
Position_Camera(5.45,0.5,0,0,0,0,0,1,0);
flagcam=false;
}
}
GLvoid KillGLWindow(GLvoid)
{
if (fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}
if (hRC)
{
if (!wglMakeCurrent(NULL,NULL))
{
MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
if (!wglDeleteContext(hRC))
{
MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL;
}
if (hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hDC=NULL;
}
if (hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hWnd=NULL;
}
if (!UnregisterClass("OpenGL",hInstance))
{
MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
hInstance=NULL;
}
}
BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;
fullscreen=fullscreenflag;
hInstance = GetModuleHandle(NULL);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = "OpenGL";
if (!RegisterClass(&wc))
{
MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (fullscreen)
{
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width;
dmScreenSettings.dmPelsHeight = height;
dmScreenSettings.dmBitsPerPel = bits;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not S
ported By
Your Video Card. Use Windowed Mode Instead?",“NeHe GL”,MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE;
}
else
{
MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP);
return FALSE;
}
}
}
if (fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}
AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);
if (!(hWnd=CreateWindowEx( dwExStyle,
"OpenGL",
title,
dwStyle |
WS_CLIPSIBLINGS |
WS_CLIPCHILDREN,
0, 0,
WindowRect.right-WindowRect.left,
WindowRect.bottom-WindowRect.top,
NULL,
NULL,
hInstance,
NULL)))
{
KillGLWindow();
MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
bits,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};
if (!(hDC=GetDC(hWnd)))
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow();
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if (!(hRC=wglCreateContext(hDC)))
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
if(!wglMakeCurrent(hDC,hRC))
{
KillGLWindow();
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ReSizeGLScene(width, height);
bool initx=InitGL();
if (!initx)
{
KillGLWindow();
MessageBox(NULL,“Initialization Failed.”,“ERROR”,MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}
return TRUE;
}
LRESULT CALLBACK WndProc( HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
switch (uMsg)
{
case WM_ACTIVATE:
{
if (!HIWORD(wParam))
{
active=TRUE;
}
else
{
active=FALSE;
}
return 0;
}
case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}
case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}
case WM_KEYDOWN:
{
keys[wParam] = TRUE;
return 0;
}
case WM_KEYUP:
{
keys[wParam] = FALSE;
return 0;
}
case WM_SIZE:
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
}
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
BOOL done=FALSE;
if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}
if (MessageBox(NULL,"Would You Like To Run in automatic mode?","automatic?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
autoflag=false;
}
if (!CreateGLWindow("Synthetic Vision System",640,480,16,fullscreen))
{
return 0;
}
while(!done)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
done=TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{
if(!autoflag)
{
Keyboard_Input();
//Mouse_Move(640,480);
}
if (active)
{
initcamera();
DrawGLScene();
SwapBuffers(hDC);
if(autoflag)
{
autocamera(1,1);
}
}
}
}
KillGLWindow();
return (msg.wParam);
}