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FireWorks based on NeHe Particle System

2015-12-29 20:20 471 查看
<img src="http://img.blog.csdn.net/20151229202249365?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQv/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="" />
/*
# Firework based on Nehe
# Author : caicai
# Date   : 2015-12-12
# HomePage : http://blog.csdn.net/caicai_zju # Email  : wdong1993@hotmail.com
*/
#include <stdlib.h>
#include <windows.h>				// Header File For Windows
#include <stdio.h>					// Header File For Standard Input/Output
#define GLUT_DISABLE_ATEXIT_HACK
#include <gl\gl.h>					// Header File For The OpenGL32 Library
#include <gl/glext.h>
#include <gl\glu.h>					// Header File For The GLu32 Library
#include <gl\glaux.h>				// Header File For The Glaux Library

#define	MAX_PARTICLES	500		// Number Of Particles To Create
#define MAX_FIREWORKS   5

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
bool	rainbow=true;				// Rainbow Mode?
bool	sp;							// Spacebar Pressed?
bool	rp;							// Enter Key Pressed?

float	slowdown=2.0f;				// Slow Down Particles
float	xspeed;						// Base X Speed (To Allow Keyboard Direction Of Tail)
float	yspeed=0.0f;			    // Base Y Speed (To Allow Keyboard Direction Of Tail)
float	zoom=-40.0f;				// Used To Zoom Out

GLuint	loop;						// Misc Loop Variable
GLuint	loop2;						// Misc Loop Variable
GLuint	col;						// Current Color Selection
GLuint	delay;						// Rainbow Effect Delay
GLuint	texture[2];					// Storage For Our Particle Texture

typedef struct						// Create A Structure For Particle
{
bool	active;					// Active (Yes/No)
float	life;					// Particle Life
float	fade;					// Fade Speed
float	r;						// Red Value
float	g;						// Green Value
float	b;						// Blue Value
float	x;						// X Position
float	y;						// Y Position
float	z;						// Z Position
float	xi;						// X Direction
float	yi;						// Y Direction
float	zi;						// Z Direction
float	xg;						// X Gravity
float	yg;						// Y Gravity
float	zg;						// Z Gravity
}
particles;							// Particles Structure

typedef struct
{   int burst;
float	life;					// Particle Life
float	fade;					// Fade Speed
float	x;						// X Position
float	y;						// Y Position
float	z;						// Z Position
float	xi;						// X Direction
float	yi;						// Y Direction
float	zi;						// Z Direction
float	xg;						// X Gravity
float	yg;						// Y Gravity
float	zg;						// Z Gravity
particles particle[MAX_PARTICLES];	// Particle Array (Room For Particle Info)
}
emitter;

emitter e[MAX_FIREWORKS];

static GLfloat colors[12][3]=		// Rainbow Of Colors
{
{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

int LoadGLTextures(LPTSTR szFileName, GLuint &texid)     // Creates Texture From A Bitmap File
{
HBITMAP hBMP;             // Handle Of The Bitmap
BITMAP BMP;             // Bitmap Structure

glGenTextures(1, &texid);          // Create The Texture
hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

if (!hBMP)              // Does The Bitmap Exist?
return false;            // If Not Return False

GetObject(hBMP, sizeof(BMP), &BMP);        // Get The Object
// hBMP:        Handle To Graphics Object
// sizeof(BMP): Size Of Buffer For Object Information
// &BMP:        Buffer For Object Information

glPixelStorei(GL_UNPACK_ALIGNMENT, 4);       // Pixel Storage Mode (Word Alignment / 4 Bytes)

// Typical Texture Generation Using Data From The Bitmap
glBindTexture(GL_TEXTURE_2D, texid);        // Bind To The Texture ID
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min Filter
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag Filter
glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

DeleteObject(hBMP);            // Delete The Object

return 1;             // Loading Was Successful
}

int LoadGLTextures()									// Load Bitmap And Convert To A Texture
{
LoadGLTextures("Data/Particle.bmp",texture[0]);
LoadGLTextures("Data/background.bmp",texture[1]);
return 1;
}

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,20000.0f);

glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
glLoadIdentity();									// Reset The Modelview Matrix
}

void init_emitter(int i)
{
e[i].life=10.0+float(rand()%30);
e[i].burst=0;
e[i].fade=float(rand()%100)/1000.0f+0.003f;
e[i].x=float(rand()%100-50)/5.0f;;
e[i].y=-15.0+float(rand()%10-5);
e[i].z=float(rand()%100-50)/20.0f;
e[i].xi=float((rand()%60)-32.0f)/2000;
e[i].yi=0.07+float((rand()%2)-1)/1000;
e[i].zi=float((rand()%60)-32.0f)/2000;
e[i].xg=0.0f;
e[i].yg=-0.0001f;
e[i].zg=0.0f;

for (loop=0;loop<MAX_PARTICLES;loop++)					// Loop Through All The Particles
{
e[i].particle[loop].active=true;								// Make All The Particles Active
e[i].particle[loop].life=1.0f;					// Give It New Life
e[i].particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
e[i].particle[loop].x=e[i].x;						// Center On X Axis
e[i].particle[loop].y=e[i].y;						// Center On Y Axis
e[i].particle[loop].z=e[i].z;						// Center On Z Axis
e[i].particle[loop].xi=xspeed/10+float((rand()%60)-32.0f)/100;	// X Axis Speed And Direction
e[i].particle[loop].yi=yspeed+float((rand()%100)-200.0f);	// Y Axis Speed And Direction
e[i].particle[loop].zi=float((rand()%60)-30.0f)/100;	// Z Axis Speed And Direction
e[i].particle[loop].r=colors[col][0];			// Select Red From Color Table
e[i].particle[loop].g=colors[col][1];			// Select Green From Color Table
e[i].particle[loop].b=colors[col][2];			// Select Blue From Color Table
e[i].particle[loop].xg=0.0f;									// Set Horizontal Pull To Zero
e[i].particle[loop].yg=-0.8f;								// Set Vertical Pull Downward
e[i].particle[loop].zg=0.0f;									// Set Pull On Z Axis To Zero
}
}

void burst_emitter(int i)
{ glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
e[i].burst=1;
for (loop=0;loop<MAX_PARTICLES;loop++)
{  e[i].particle[loop].life=5.0f;					// Give It New Life
e[i].particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
e[i].particle[loop].x=e[i].x;								// Center On X Axis
e[i].particle[loop].y=e[i].y;								// Center On Y Axis
e[i].particle[loop].z=e[i].z;								// Center On Z Axis
e[i].particle[loop].xi=float((rand()%50)-26.0f)*10.0f;	// Random Speed On X Axis
e[i].particle[loop].yi=float((rand()%50)-25.0f)*10.0f;	// Random Speed On Y Axis
e[i].particle[loop].zi=float((rand()%50)-25.0f)*10.0f;	// Random Speed On Z Axis
}
}

void update_emitter(int i)
{  for (loop=0;loop<MAX_PARTICLES;loop++)
{ if(e[i].particle[loop].life>0.0f)
{ e[i].particle[loop].x+=e[i].particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
e[i].particle[loop].y+=e[i].particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
e[i].particle[loop].z+=e[i].particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed

e[i].particle[loop].xi+=e[i].particle[loop].xg;			// Take Pull On X Axis Into Account
e[i].particle[loop].yi+=e[i].particle[loop].yg;			// Take Pull On Y Axis Into Account
e[i].particle[loop].zi+=e[i].particle[loop].zg;			// Take Pull On Z Axis Into Account
e[i].particle[loop].life-=e[i].particle[loop].fade;		// Reduce Particles Life By 'Fade'
}

if (e[i].yi>0&&e[i].particle[loop].life<0.0f)					// If Particle Is Burned Out
{
e[i].particle[loop].life=0.5f;					// Give It New Life
e[i].particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
e[i].particle[loop].x=e[i].x;						// Center On X Axis
e[i].particle[loop].y=e[i].y;						// Center On Y Axis
e[i].particle[loop].z=e[i].z;						// Center On Z Axis
e[i].particle[loop].xi=xspeed+float((rand()%60)-32.0f);	// X Axis Speed And Direction
e[i].particle[loop].yi=yspeed+float((rand()%100)-200.0f);	// Y Axis Speed And Direction
e[i].particle[loop].zi=float((rand()%60)-30.0f);	// Z Axis Speed And Direction
e[i].particle[loop].r=colors[col][0];			// Select Red From Color Table
e[i].particle[loop].g=colors[col][1];			// Select Green From Color Table
e[i].particle[loop].b=colors[col][2];			// Select Blue From Color Table
}
}
if(e[i].yi>0)
{ e[i].x+=e[i].xi;
e[i].y+=e[i].yi;
e[i].z+=e[i].zi;
e[i].xi+=e[i].xg;
e[i].yi+=e[i].yg;
e[i].zi+=e[i].zg;
}
if(e[i].yi<0&&e[i].burst==0) burst_emitter(i);
if(e[i].burst==1&&e[i].life>0.0f)
{ e[i].life-=e[i].fade;
if(e[i].life<0.0f)
init_emitter(i);
}

}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
if (!LoadGLTextures())								// Jump To Texture Loading Routine
{
return FALSE;									// If Texture Didn't Load Return FALSE
}

glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
glClearColor(0.0f,0.0f,0.0f,0.0f);					// Black Background
glClearDepth(1.0f);									// Depth Buffer Setup
glDisable(GL_DEPTH_TEST);							// Disable Depth Testing
glEnable(GL_BLEND);									// Enable Blending
glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Type Of Blending To Perform
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);	// Really Nice Perspective Calculations
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);				// Really Nice Point Smoothing
glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
for(loop2=0;loop2<MAX_FIREWORKS;loop2++)
init_emitter(loop2);

PlaySound ("data/Explode.wav",NULL,SND_FILENAME | SND_ASYNC | SND_LOOP);
return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)										// Here's Where We Do All The Drawing
{ float w = 0.05522847498307933984022516322796f;
float h = 0.04142135623730950488016887242097f;
float r,g,b;
r=0.1f;g=0.1f;b=0.1f;

for(loop2=0;loop2<=MAX_FIREWORKS;loop2++)
if(e[loop2].burst==1&&e[loop2].life>0) {r+=0.9/(float)MAX_FIREWORKS;g+=0.9/(float)MAX_FIREWORKS;b+=0.9/(float)MAX_FIREWORKS;}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen And Depth Buffer
glLoadIdentity();  	// Reset The ModelView Matrix

glColor4f(r,g,b,1.0);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glBegin(GL_TRIANGLE_STRIP);  // Build Quad From A Triangle Strip
// h = tan(45.f/2) * 0.1f; w = 640.f/480.f*h;
glTexCoord2d(1,1); glVertex3f(w, h, -0.1f); // Top Right
glTexCoord2d(0,1); glVertex3f(-w, h, -0.1f); // Top Left
glTexCoord2d(1,0); glVertex3f(w, -h, -0.1f); // Bottom Right
glTexCoord2d(0,0); glVertex3f(-w, -h, -0.1f); // Bottom Left
glEnd(); // Done Building Triangle Strip

glBindTexture(GL_TEXTURE_2D,texture[0]);			// Select Our Texture
for(loop2=0;loop2<MAX_FIREWORKS;loop2++)
for (loop=0;loop<MAX_PARTICLES;loop++)					// Loop Through All The Particles
{
if (e[loop2].particle[loop].active)							// If The Particle Is Active
{
float x=e[loop2].particle[loop].x;						// Grab Our Particle X Position
float y=e[loop2].particle[loop].y;						// Grab Our Particle Y Position
float z=e[loop2].particle[loop].z+zoom;					// Particle Z Pos + Zoom

// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
glColor4f(e[loop2].particle[loop].r,e[loop2].particle[loop].g,e[loop2].particle[loop].b,e[loop2].particle[loop].life);

glBegin(GL_TRIANGLE_STRIP);						// Build Quad From A Triangle Strip
glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
glEnd();										// Done Building Triangle Strip

// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
if (keys[VK_NUMPAD8] && (e[loop2].particle[loop].yg<1.5f)) e[loop2].particle[loop].yg+=0.01f;

// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
if (keys[VK_NUMPAD2] && (e[loop2].particle[loop].yg>-1.5f)) e[loop2].particle[loop].yg-=0.01f;

// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
if (keys[VK_NUMPAD6] && (e[loop2].particle[loop].xg<1.5f)) e[loop2].particle[loop].xg+=0.01f;

// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
if (keys[VK_NUMPAD4] && (e[loop2].particle[loop].xg>-1.5f)) e[loop2].particle[loop].xg-=0.01f;

}
}

for(loop2=0;loop2<MAX_FIREWORKS;loop2++)
update_emitter(loop2);
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
}
}

/*	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\nYour 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									// Otherwise
{
active=FALSE;						// Program Is No Longer Active
}

return 0;								// Return To The Message Loop
}

case WM_SYSCOMMAND:							// Intercept System Commands
{
switch (wParam)							// Check System Calls
{
case SC_SCREENSAVE:					// Screensaver Trying To Start?
case SC_MONITORPOWER:				// Monitor Trying To Enter Powersave?
return 0;							// Prevent From Happening
}
break;									// Exit
}

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

// 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("FireWorks based on NeHe Particle System",640,480,16,fullscreen))
{
return 0;									// Quit If Window Was Not Created
}

if (fullscreen)									// Are We In Fullscreen Mode
{
slowdown=1.0f;								// If So, Speed Up The Particles (3dfx Issue)
}

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_ADD] && (slowdown>1.0f)) slowdown-=0.01f;		// Speed Up Particles
if (keys[VK_SUBTRACT] && (slowdown<4.0f)) slowdown+=0.01f;	// Slow Down Particles

if (keys[VK_PRIOR])	zoom+=0.1f;		// Zoom In
if (keys[VK_NEXT])	zoom-=0.1f;		// Zoom Out

if (keys[VK_RETURN] && !rp)			// Return Key Pressed
{
rp=true;						// Set Flag Telling Us It's Pressed
rainbow=!rainbow;				// Toggle Rainbow Mode On / Off
}
if (!keys[VK_RETURN]) rp=false;		// If Return Is Released Clear Flag

if (keys[VK_F2]) PlaySound(NULL, NULL, 0);
if (keys[VK_F3]) PlaySound ("data/Explode.wav",NULL,SND_FILENAME | SND_ASYNC | SND_LOOP);

if ((keys[' '] && !sp) || (rainbow && (delay>25)))	// Space Or Rainbow Mode
{
if (keys[' '])	rainbow=false;	// If Spacebar Is Pressed Disable Rainbow Mode
sp=true;						// Set Flag Telling Us Space Is Pressed
delay=0;						// Reset The Rainbow Color Cycling Delay
col++;							// Change The Particle Color
if (col>11)	col=0;				// If Color Is To High Reset It
}
if (!keys[' '])	sp=false;			// If Spacebar Is Released Clear Flag

// If Up Arrow And Y Speed Is Less Than 200 Increase Upward Speed
if (keys[VK_UP] && (yspeed<200)) yspeed+=1.0f;

// If Down Arrow And Y Speed Is Greater Than -200 Increase Downward Speed
if (keys[VK_DOWN] && (yspeed>-200)) yspeed-=1.0f;

// If Right Arrow And X Speed Is Less Than 200 Increase Speed To The Right
if (keys[VK_RIGHT] && (xspeed<200)) xspeed+=1.0f;

// If Left Arrow And X Speed Is Greater Than -200 Increase Speed To The Left
if (keys[VK_LEFT] && (xspeed>-200)) xspeed-=1.0f;

delay++;							// Increase Rainbow Mode Color Cycling Delay Counter

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("FireWorks based on NeHe Particle System",640,480,16,fullscreen))
{
return 0;						// Quit If Window Was Not Created
}
}
}
}
}

// Shutdown
KillGLWindow();									// Kill The Window
return (msg.wParam);							// Exit The Program
}
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