Win -> Mac OS X portieren

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!