/************************** * Includes * **************************/ #include #include #include "Drawer.hpp" /************************** * Function Declarations * **************************/ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC); void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC); /************************** * WinMain * **************************/ int WINAPI WinMain (HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int iCmdShow) { WNDCLASS wc; HWND hWnd; HDC hDC; HGLRC hRC; MSG msg; BOOL bQuit = FALSE; float theta = 0.0f; /* register window class */ wc.style = CS_OWNDC; wc.lpfnWndProc = WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon (NULL, IDI_APPLICATION); wc.hCursor = LoadCursor (NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH) GetStockObject (BLACK_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = "GLSample"; RegisterClass (&wc); /* create main window */ hWnd = CreateWindow("GLSample","OpenGL Sample",WS_CAPTION|WS_POPUPWINDOW|WS_VISIBLE, 96,96,640,480,NULL,NULL,hInstance,NULL); /* enable OpenGL for the window */ EnableOpenGL (hWnd, &hDC, &hRC); //Drawer(float fScreeMaxX,float fScreenMaxY,float fScreenMinX,float fScreenMinY, // int iScreenX,int iScreenY,int iPixelSize); Drawer Simple(0.5f,0.5f,-0.5f,-0.5f,256,256,64,64); int iTime=0; /* program main loop */ while (!bQuit) { /* check for messages */ if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) { /* handle or dispatch messages */ if (msg.message == WM_QUIT) { bQuit = TRUE; } else { TranslateMessage (&msg); DispatchMessage (&msg); } } else { /* OpenGL animation code goes here */ glClearColor (0.0f, 0.0f, 0.0f, 0.0f); glClear (GL_COLOR_BUFFER_BIT); glPushMatrix (); //glRotatef (theta, 0.0f, 0.0f, 1.0f); glRotatef (theta,1.0f,1.0f,0.0f); //glBegin (GL_LINE_STRIP); Simple.Draw(iTime); //glEnd (); glPopMatrix (); SwapBuffers (hDC); theta += 1.0f; //Sleep (50); iTime++; } } /* shutdown OpenGL */ DisableOpenGL (hWnd, hDC, hRC); /* destroy the window explcitly */ DestroyWindow (hWnd); return msg.wParam; } /******************** * Window Procedure * ********************/ LRESULT CALLBACK WndProc (HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam) { switch (message) { case WM_CREATE: return 0; case WM_CLOSE: PostQuitMessage (0); return 0; case WM_DESTROY: return 0; case WM_KEYDOWN: switch (wParam) { case VK_ESCAPE: PostQuitMessage(0); return 0; } return 0; default: return DefWindowProc (hWnd, message, wParam, lParam); } } /******************* * Enable OpenGL * *******************/ void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC) { PIXELFORMATDESCRIPTOR pfd; int iFormat; /* get the device context (DC) */ *hDC = GetDC (hWnd); /* set the pixel format for the DC */ ZeroMemory (&pfd, sizeof (pfd)); pfd.nSize = sizeof (pfd); pfd.nVersion = 1; pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER; pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 16; pfd.iLayerType = PFD_MAIN_PLANE; iFormat = ChoosePixelFormat (*hDC, &pfd); SetPixelFormat (*hDC, iFormat, &pfd); /* create and enable the render context (RC) */ *hRC = wglCreateContext( *hDC ); wglMakeCurrent( *hDC, *hRC ); } /****************** * Disable OpenGL * ******************/ void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC) { wglMakeCurrent (NULL, NULL); wglDeleteContext (hRC); ReleaseDC (hWnd, hDC); } /*********** Targh OMG Can you read this? ************/ #ifndef drawer_hpp #define drawer_hpp #include #include class Drawer { private: float fMinX; float fMinY; float fHeight; float fWidth; float fDistX; float fDistY; int iScreenHeight; int iScreenWidth; float fRadian; float fTimes; int iOriginX; int iOriginY; public: //Constructor Drawer(float fScreeMaxX,float fScreenMaxY,float fScreenMinX,float fScreenMinY, int iScreenX,int iScreenY,int iCenterX,int iCenterY); //Formulas float Wrangle(float fX, float fY,float fT); //Drawers void Draw(int iT); }; Drawer::Drawer(float fScreenMaxX,float fScreenMaxY,float fScreenMinX,float fScreenMinY,int iScreenX, int iScreenY,int iCenterX,int iCenterY) { fMinX = fScreenMinX; fMinY = fScreenMinY; fHeight = fScreenMaxY - fScreenMinY; fWidth = fScreenMaxX - fScreenMinX; iScreenHeight = iScreenX; iScreenWidth = iScreenY; fDistX = fWidth/iScreenX; fDistY = fHeight/iScreenY; fRadian = 180.0f/ 3.14159265f; iOriginX = iCenterX; iOriginY = iCenterX; } float Drawer::Wrangle(float fX, float fY,float fT) { fX /= fRadian; fY /= fRadian; fT /= fRadian; fX *= 5; fY *= 5; /* if(fX > 0) fX += fT/ fRadian*3; else fX -= fT/ fRadian*3; if(fY > 0) fY += fT/ fRadian*3; else fY -= fT/ fRadian*3; */ //This formula needs tuning since division by zero is not very nice return cos((fX+(fX*fT)/(-abs(fX))))/5.0f + cos((fY+ (fY*fT)/(-abs(fY))))/5.0f; //return cos(sqrt((fX*fX) + (fY*fY))) } void Drawer::Draw(int iT) { int i = 0; glColor3f(0.0f,0.0f,1.0f); while(i < iScreenHeight - 1) { float fResult; int j = 0; glBegin(GL_TRIANGLE_STRIP); //glColor3f(1.0f-(float)i/128.0f,0.0f,0.0f); //Calculates and draws function on screen fResult = Wrangle((float)(i-iOriginX-1),(float)(0-iOriginY),iT); glVertex3f(fMinX + (j * fDistX),fMinY + ((i+1) * fDistY), fResult); fResult = Wrangle((float)(i-iOriginX),(float)(0-iOriginY),iT); glVertex3f(fMinX + (j * fDistX),fMinY + (i * fDistY), fResult); j=1; while(j < iScreenWidth) { float fResult = Wrangle((float)(i-iOriginX-1),(float)(j-iOriginY),iT); glVertex3f(fMinX + (j * fDistX),fMinY + ((i+1) * fDistY), fResult); fResult = Wrangle((float)(i-iOriginX),(float)(j-iOriginY),iT); glVertex3f(fMinX + (j * fDistX),fMinY + ((i) * fDistY), fResult); j++; } glEnd(); i++; } } #endif