Liebes Forum!
Ich habe ein ziemlich aufweniges OpenGL Programm (HL BSP Renderer) das im Prinzip auf der Lesson 1 von NeHe aufbaut. Ich möchte mein Programm jetzt auch unter Mac OS X zum laufen bringen können, möchte aber nicht auf GLUT und dergleichen ausweichen. Ich bräuchte also Informationen wie ich auf Mac OS X ein Fenster erstelle, OpenGL initialisiere (Renderingcontexte, Pixelformat etc.) und Maus und Keyboardevents abfrage (WM_KEYDOWN, WM_KEYUP, GetCursorPos(), SetCursorPos()).
Ich möchte weiterhin mit C programmieren und NICHT auf Objective C umsteigen (wegen der cocoa-api). Gibt des da irgendwelche Header bzw. synonyme Funktionen zu denen von Windows?
Hier nochmal meim modifizierter Quellcode der Lesson1 von NeHe:
#include // Header File For Windows
#include // Header File For The OpenGL32 Library
#include // Header File For The GLu32 Library
#include
#include
#include "hlbsp.h"
#include "camera.h"
#include
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB = NULL;
PFNGLMULTITEXCOORD2FARBPROC glMultiTexCoord2fARB = NULL;
BSPLoader g\_bsp;
cCamera g\_camera;
//double TEMPmoveSens = moveSensitivity \* (long double)Timer.getClockDeltaDWORD() / (long double)Timer.getFreqLL();
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 renderNods = false;
bool renderTex = false;
bool renderPolygons = false;
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc
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);
gluPerspective(60.0f,(GLfloat)width/(GLfloat)height,16.0f,4000.0f);
glMatrixMode(GL\_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
g\_camera.UpdateWindowDim(width, height);
}
bool checkForExtension(char\* extensionName)
{
if(strstr((char\*)glGetString(GL\_EXTENSIONS), extensionName) == NULL)
return false;
else
return true;
}
int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
printf("##### Initialization #####\n");
clock\_t start = clock();
glShadeModel(GL\_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // 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
// Cull the back the polygons. This may need to be more dynamic in the future
glEnable(GL\_CULL\_FACE);
// v30 BSPs use the opposite winding
glCullFace(GL\_FRONT);
if(checkForExtension("GL\_ARB\_multitexture"))
{
// Obtain the functions entry point
if((glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) wglGetProcAddress("glActiveTextureARB")) == NULL)
{
MessageBox(NULL, "glActiveTextureARB is not supported", "Error retrieving function pointer", MB\_OK | MB\_ICONERROR);
}
if((glMultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)wglGetProcAddress("glMultiTexCoord2fARB")) == NULL)
{
MessageBox(NULL, "glMultiTexCoord2fARB is not supported", "Error retrieving function pointer", MB\_OK | MB\_ICONERROR);
}
}
else
return false;
glActiveTextureARB(GL\_TEXTURE0\_ARB);
glEnable(GL\_TEXTURE\_2D);
glActiveTextureARB(GL\_TEXTURE1\_ARB);
glEnable(GL\_TEXTURE\_2D);
if (g\_bsp.loadBSPFile("data/maps/test.bsp"))
{
// Get the players start pos
Entity\* playerStart = g\_bsp.findEntity("info\_player\_start");
g\_camera.SetInitPosition(playerStart-\>findProperty("origin"));
Point3D initPos = g\_camera.GetPosition();
g\_camera.SetView(initPos);
}
else
return false;
printf("##### Finished Initialization (%f s) #####\n", (float)(clock() - start)/CLOCKS\_PER\_SEC);
return true; // Initialization Went OK
}
int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL\_COLOR\_BUFFER\_BIT | GL\_DEPTH\_BUFFER\_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Current Modelview Matrix
g\_camera.Look();
Point3D curPos = g\_camera.GetPosition();
g\_bsp.renderLevel(curPos);
if(renderNods)
g\_bsp.drawBSPNodeBoundingBoxes();
/\*glLineWidth(3.0f);
glBegin(GL\_LINES);
glColor3f(1.0f,0.0f,0.0f); //Rot X+
glVertex3i(4000,0,0);
glVertex3i(0,0,0);
glColor3f(0.0f,1.0f,0.0f); //Grün Y+
glVertex3i(0,4000,0);
glVertex3i(0,0,0);
glColor3f(0.0f,0.0f,1.0f); //Blau Z+
glVertex3i(0,0,4000);
glVertex3i(0,0,0);
glEnd();
glLineWidth(1.0f);
glBegin(GL\_LINES);
glColor3f(0.0f,0.4f,0.0f); //Grün Y-
glVertex3i(0,0,0);
glVertex3i(0,-4000,0);
glColor3f(0.4f,0.0f,0.0f); //Rot X-
glVertex3i(0,0,0);
glVertex3i(-4000,0,0);
glColor3f(0.0f,0.0f,0.4f); //Blau Z-
glVertex3i(0,0,0);
glVertex3i(0,0,-4000);
glEnd();
glColor3f(1,1,1);\*/
return true; // Everything Went OK
}
GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
g\_bsp.Destroy();
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
{
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
fullscreen = false;
/\*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 OpenGL Framework",1024,768,32,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) // Program Active?
{
if (keys[VK\_ESCAPE]) // Was ESC Pressed?
{
done=true; // ESC Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
DrawGLScene(); // Draw The Scene
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 OpenGL Framework",1024,768,32,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
if(keys[(int)'N'])
{
renderNods = !renderNods;
}
if(keys[(int)'P'])
{
renderPolygons = !renderPolygons;
if(renderPolygons)
glPolygonMode(GL\_FRONT\_AND\_BACK, GL\_FILL);
else
glPolygonMode(GL\_FRONT\_AND\_BACK, GL\_LINE);
}
if(keys[(int)'T'])
{
renderTex = !renderTex;
if(renderTex)
{
glActiveTextureARB(GL\_TEXTURE0\_ARB);
glEnable(GL\_TEXTURE\_2D);
glActiveTextureARB(GL\_TEXTURE1\_ARB);
glEnable(GL\_TEXTURE\_2D);
}
else
{
glActiveTextureARB(GL\_TEXTURE0\_ARB);
glDisable(GL\_TEXTURE\_2D);
glActiveTextureARB(GL\_TEXTURE1\_ARB);
glDisable(GL\_TEXTURE\_2D);
}
}
}
}
// Shutdown
KillGLWindow(); // Kill The Window
return 0; // Exit The Program
}
Danke!