کد:
// GLPalette.c
// OpenGL SuperBible,
// Program by Richard S. Wright Jr.
// This program demonstrates creation and use of a 332 palette for OpenGL
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "resource.h"
// Palette Handle
HPALETTE hPalette = NULL;
static LPCTSTR lpszAppName = "GLPalette";
// Declaration for Window procedure
LRESULT CALLBACK WndProc( HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
// Set Pixel Format function - forward declaration
void SetDCPixelFormat(HDC hDC);
BYTE* gltResourceBMPBits(UINT nResource, int *nWidth, int *nHeight)
{
HINSTANCE hInstance; // Instance Handle
HANDLE hBitmap; // Handle to bitmap resource
BITMAPINFO bmInfo;
BYTE *pData;
// Find the bitmap resource
hInstance = GetModuleHandle(NULL);
hBitmap = LoadBitmap(hInstance,MAKEINTRESOURCE(nResource));
if(hBitmap == NULL)
return NULL;
GetObject(hBitmap,sizeof(BITMAPINFO),&bmInfo);
DeleteObject(hBitmap);
hBitmap = LoadResource(hInstance,
FindResource(hInstance,MAKEINTRESOURCE(nResource), RT_BITMAP));
if(hBitmap == NULL)
return NULL;
pData = (BYTE *)LockResource(hBitmap);
pData += sizeof(BITMAPINFO)-1;
*nWidth = bmInfo.bmiHeader.biWidth; //bm.bmWidth;
*nHeight = bmInfo.bmiHeader.biHeight;//bm.bmHeight;
return pData;
}
void ChangeSize(GLsizei w, GLsizei h)
{
GLfloat nRange = 100.0f;
GLfloat fAspect;
// Prevent a divide by zero
if(h == 0)
h = 1;
fAspect = (GLfloat)w/(GLfloat)h;
// Set Viewport to window dimensions
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
// Reset coordinate system
glLoadIdentity();
// Setup perspective for viewing
gluPerspective(17.5f,fAspect,60,300);
// Viewing transformation
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -250.0f);
}
void RenderScene(void)
{
static float fX = 0.0f;
static float fY = 0.0f;
float fSize = 20.0f;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
fX += 0.15f;
fY += 0.1f;
if(fX > 360.0f)
fX = 0.15f;
if(fY > 360.0f)
fY = 0.1f;
glPushMatrix();
glRotatef(fX, 1.0f, 0.0f, 0.0f);
glRotatef(fY, 0.0f, 1.0f, 0.0f);
// Front face of Cube
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-fSize, fSize, fSize);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-fSize, -fSize, fSize);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(fSize,-fSize, fSize);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(fSize,fSize, fSize);
glEnd();
// Back face of Cube
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(fSize,fSize, -fSize);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(fSize,-fSize, -fSize);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-fSize, -fSize, -fSize);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-fSize, fSize, -fSize);
glEnd();
// Top Face of Cube
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-fSize, fSize, fSize);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(fSize, fSize, fSize);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(fSize, fSize, -fSize);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-fSize, fSize, -fSize);
glEnd();
// Bottom Face of Cube
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-fSize, -fSize, -fSize);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(fSize, -fSize, -fSize);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(fSize, -fSize, fSize);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-fSize, -fSize, fSize);
glEnd();
// Left hand side of cube
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-fSize, fSize, -fSize);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-fSize, -fSize, -fSize);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-fSize, -fSize, fSize);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-fSize, fSize, fSize);
glEnd();
// Right hand side of cube
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(fSize, fSize, fSize);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(fSize, -fSize, fSize);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(fSize, -fSize, -fSize);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(fSize, fSize, -fSize);
glEnd();
glPopMatrix();
}
void SetupRC(void)
{
BYTE *pBytes;
int nWidth, nHeight;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glFrontFace(GL_CCW);
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_REPLACE);
// Load the texture
pBytes = gltResourceBMPBits(IDB_MONA, &nWidth, &nHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB8,nWidth, nHeight, 0,
GL_BGR_EXT, GL_UNSIGNED_BYTE, pBytes);
}
// If necessary, creates a 3-3-2 palette for the device context listed.
HPALETTE GetOpenGLPalette(HDC hDC)
{
HPALETTE hRetPal = NULL; // Handle to palette to be created
PIXELFORMATDESCRIPTOR pfd; // Pixel Format Descriptor
LOGPALETTE *pPal; // Pointer to memory for logical palette
int nPixelFormat; // Pixel format index
int nColors; // Number of entries in palette
int i; // Counting variable
BYTE RedRange,GreenRange,BlueRange;
// Range for each color entry (7,7,and 3)
// Get the pixel format index and retrieve the pixel format description
nPixelFormat = GetPixelFormat(hDC);
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
// Does this pixel format require a palette? If not, do not create a
// palette and just return NULL
if(!(pfd.dwFlags & PFD_NEED_PALETTE))
return NULL;
// Number of entries in palette. 8 bits yeilds 256 entries
nColors = 1 << pfd.cColorBits;
// Allocate space for a logical palette structure plus all the palette entries
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) +nColors*sizeof(PALETTEENTRY));
// Fill in palette header
pPal->palVersion = 0x300; // Windows 3.0
pPal->palNumEntries = nColors; // table size
// Build mask of all 1's. This creates a number represented by having
// the low order x bits set, where x = pfd.cRedBits, pfd.cGreenBits, and
// pfd.cBlueBits.
RedRange = (1 << pfd.cRedBits) -1;
GreenRange = (1 << pfd.cGreenBits) - 1;
BlueRange = (1 << pfd.cBlueBits) -1;
// Loop through all the palette entries
for(i = 0; i < nColors; i++)
{
// Fill in the 8-bit equivalents for each component
pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
pPal->palPalEntry[i].peRed = (unsigned char)(
(double) pPal->palPalEntry[i].peRed * 255.0 / RedRange);
pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
pPal->palPalEntry[i].peGreen = (unsigned char)(
(double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
pPal->palPalEntry[i].peBlue = (unsigned char)(
(double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
pPal->palPalEntry[i].peFlags = (unsigned char) NULL;
}
// Create the palette
hRetPal = CreatePalette(pPal);
// Go ahead and select and realize the palette for this device context
SelectPalette(hDC,hRetPal,FALSE);
RealizePalette(hDC);
// Free the memory used for the logical palette structure
free(pPal);
// Return the handle to the new palette
return hRetPal;
}
// Select the pixel format for a given device context
void SetDCPixelFormat(HDC hDC)
{
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered mode
PFD_TYPE_RGBA, // RGBA Color mode
8, // Want 8 bit color
0,0,0,0,0,0, // Not used to select mode
0,0, // Not used to select mode
0,0,0,0,0, // Not used to select mode
16, // Size of depth buffer
0, // Not used to select mode
0, // Not used to select mode
PFD_MAIN_PLANE, // Draw in main plane
0, // Not used to select mode
0,0,0 }; // Not used to select mode
// Choose a pixel format that best matches that described in pfd
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
// Set the pixel format for the device context
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
// Entry point of all Windows programs
int APIENTRY WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg; // Windows message structure
WNDCLASS wc; // Windows class structure
HWND hWnd; // Storeage for window handle
// Register Window style
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
// No need for background brush for OpenGL window
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = lpszAppName;
// Register the window class
if(RegisterClass(&wc) == 0)
return FALSE;
// Create the main application window
hWnd = CreateWindow(
lpszAppName,
lpszAppName,
// OpenGL requires WS_CLIPCHILDREN and WS_CLIPSIBLINGS
WS_OVERLAPPEDWINDOW | WS_CLIPCHILDREN | WS_CLIPSIBLINGS,
// Window position and size
100, 100,
250, 250,
NULL,
NULL,
hInstance,
NULL);
// If window was not created, quit
if(hWnd == NULL)
return FALSE;
// Display the window
ShowWindow(hWnd,SW_SHOW);
UpdateWindow(hWnd);
// Process application messages until the application closes
while( GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.wParam;
}
// Window procedure, handles all messages for this program
LRESULT CALLBACK WndProc( HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam)
{
static HGLRC hRC; // Permenant Rendering context
static HDC hDC; // Private GDI Device context
switch (message)
{
// Window creation, setup for OpenGL
case WM_CREATE:
// Store the device context
hDC = GetDC(hWnd);
// Select the pixel format
SetDCPixelFormat(hDC);
// Create the rendering context and make it current
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
// Create the palette
hPalette = GetOpenGLPalette(hDC);
// Create a timer that fires 30 times a second
SetTimer(hWnd,33,1,NULL);
SetupRC();
break;
// Window is being destroyed, cleanup
case WM_DESTROY:
// Kill the timer that we created
KillTimer(hWnd,101);
// Deselect the current rendering context and delete it
wglMakeCurrent(hDC,NULL);
wglDeleteContext(hRC);
// Delete the palette
if(hPalette != NULL)
DeleteObject(hPalette);
// Tell the application to terminate after the window
// is gone.
PostQuitMessage(0);
break;
// Window is resized.
case WM_SIZE:
// Call our function which modifies the clipping
// volume and viewport
ChangeSize(LOWORD(lParam), HIWORD(lParam));
break;
// The painting function. This message sent by Windows
// whenever the screen needs updating.
case WM_PAINT:
{
// Call OpenGL drawing code
RenderScene();
// Call function to swap the buffers
SwapBuffers(hDC);
}
break;
// Windows is telling the application that it may modify
// the system palette. This message in essance asks the
// application for a new palette.
case WM_QUERYNEWPALETTE:
// If the palette was created.
if(hPalette)
{
int nRet;
// Selects the palette into the current device context
SelectPalette(hDC, hPalette, FALSE);
// Map entries from the currently selected palette to
// the system palette. The return value is the number
// of palette entries modified.
nRet = RealizePalette(hDC);
// Repaint, forces remap of palette in current window
InvalidateRect(hWnd,NULL,FALSE);
return nRet;
}
break;
// This window may set the palette, even though it is not the
// currently active window.
case WM_PALETTECHANGED:
// Don't do anything if the palette does not exist, or if
// this is the window that changed the palette.
if((hPalette != NULL) && ((HWND)wParam != hWnd))
{
// Select the palette into the device context
SelectPalette(hDC,hPalette,FALSE);
// Map entries to system palette
RealizePalette(hDC);
// Remap the current colors to the newly realized palette
UpdateColors(hDC);
return 0;
}
break;
default: // Passes it on if unproccessed
return (DefWindowProc(hWnd, message, wParam, lParam));
}
return (0L);
}
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