This example illustrates how to load a 3D world from a data file, and move through the 3D world.
It is an adaptation of NeHe Lesson 10: http://nehe.gamedev.net/lesson.asp?index=10
' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE "GLU.INC"
#INCLUDE "GDIPLUS.INC"
#INCLUDE "GDIPUTILS.INC"
$WindowCaption = "NeHe Lesson 10"
%GL_WINDOWWIDTH = 640 ' Window width
%GL_WINDOWHEIGHT = 480 ' Window height
%GL_BITSPERPEL = 16 ' Color resolution in bits per pixel
%GL_DEPTHBITS = 16 ' Depth of the depth (z-axis) buffer
GLOBAL hDC AS LONG ' Device context handle
TYPE VERTEX
' 3D Coordinates
x AS SINGLE
y AS SINGLE
z AS SINGLE
' Texture Coordinates
u AS SINGLE
v AS SINGLE
END TYPE
GLOBAL TextureHandles() AS DWORD
GLOBAL numTriangles AS LONG
GLOBAL mytriangles() AS VERTEX
GLOBAL LightAmbient() AS SINGLE
GLOBAL LightDiffuse() AS SINGLE
GLOBAL LightPosition() AS SINGLE
GLOBAL zoom AS SINGLE
GLOBAL filter AS LONG
GLOBAL lookupdown AS SINGLE
GLOBAL xpos AS SINGLE
GLOBAL zpos AS SINGLE
GLOBAL heading AS SINGLE
GLOBAL walkbiasangle AS SINGLE
GLOBAL walkbias AS SINGLE
GLOBAL yrot AS SINGLE
GLOBAL blend AS LONG
GLOBAL light AS LONG
' =======================================================================================
' All the setup goes here
' =======================================================================================
SUB SetupScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
LOCAL hr AS LONG
LOCAL strTextureData AS STRING
LOCAL TextureWidth, TextureHeight AS LONG
REDIM TextureHandles(2) AS DWORD
' Load bitmap texture from disk
hr = GdiPlusLoadTexture("mud.bmp", TextureWidth, TextureHeight, strTextureData, %TRUE)
' Assign handles
glGenTextures 3, TextureHandles(0)
' Create Nearest Filtered Texture
glBindTexture %GL_TEXTURE_2D, TextureHandles(0)
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MAG_FILTER, %GL_NEAREST
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MIN_FILTER, %GL_NEAREST
glTexImage2D %GL_TEXTURE_2D, 0, 3, TextureWidth, TextureHeight, 0, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData)
' Create Linear Filtered Texture
glBindTexture %GL_TEXTURE_2D, TextureHandles(1)
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MAG_FILTER, %GL_LINEAR
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MIN_FILTER, %GL_LINEAR
glTexImage2D %GL_TEXTURE_2D, 0, 3, TextureWidth, TextureHeight, 0, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData)
' Create MipMapped Texture
glBindTexture %GL_TEXTURE_2D, TextureHandles(2)
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MAG_FILTER, %GL_LINEAR
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MIN_FILTER, %GL_LINEAR_MIPMAP_NEAREST
gluBuild2DMipmaps %GL_TEXTURE_2D, 3, TextureWidth, TextureHeight, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData)
' Enable texture mapping
glEnable(%GL_TEXTURE_2D)
' Select smooth shading
glShadeModel %GL_SMOOTH
' Specify clear values for the color buffers
glClearColor 0.0!, 0.0!, 0.0!, 0.0!
' Specify the clear value for the depth buffer
glClearDepth 1.0!
' The type of depth test to do
glDepthFunc %GL_LESS
' Enables depth testing
glEnable %GL_DEPTH_TEST
' Really nice perspective calculations
glHint %GL_PERSPECTIVE_CORRECTION_HINT, %GL_NICEST
' Set the blending function for translucency
glBlendFunc %GL_SRC_ALPHA,%GL_ONE
' Setup world
LOCAL i, c, boom, vert AS LONG
LOCAL oneline AS STRING
OPEN "world.txt" FOR INPUT AS #1
DO UNTIL EOF(1)
LINE INPUT #1, oneline
IF LEFT$(oneline, 11) = "NUMPOLLIES " THEN
numtriangles = VAL(MID$(oneline, 12))
EXIT DO
END IF
LOOP
REDIM mytriangles(numtriangles * 3 - 1) AS VERTEX
FOR c = 0 TO numtriangles - 1
FOR vert = 0 TO 2
boom = 0
DO
LINE INPUT #1, oneline
oneline = TRIM$(oneline)
IF oneline <> "" THEN
IF LEFT$(oneline, 2) <> "//" THEN
mytriangles(c * 3 + vert).x = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).y = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).z = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).u = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).v = VAL(oneline)
boom = 1
END IF
END IF
LOOP UNTIL boom = 1
NEXT
NEXT
CLOSE #1
REDIM LightAmbient(3) AS SINGLE
REDIM LightDiffuse(3) AS SINGLE
REDIM LightPosition(3) AS SINGLE
LightAmbient(0) = 0.5! : LightAmbient(1) = 0.5! : LightAmbient(2) = 0.5! : LightAmbient(3) = 1.0! ' Ambient Light
LightDiffuse(0) = 1.0! : LightDiffuse(1) = 1.0! : LightDiffuse(2) = 1.0! : LightDiffuse(3) = 1.0! ' Diffuse Light
LightPosition(0) = 0.0! : LightPosition(1) = 0.0! : LightPosition(2) = 2.0! : LightPosition(3) = 1.0! ' Light Position
glLightfv %GL_LIGHT0, %GL_AMBIENT, LightAmbient(0)
glLightfv %GL_LIGHT0, %GL_DIFFUSE, LightDiffuse(0)
glLightfv %GL_LIGHT0, %GL_POSITION, LightPosition(0)
glEnable %GL_LIGHT0
END SUB
' =======================================================================================
' =======================================================================================
' Resize the scene
' =======================================================================================
SUB ResizeScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
' Prevent divide by zero making height equal one
IF nHeight = 0 THEN nHeight = 1
' Reset the current viewport
glViewport 0, 0, nWidth, nHeight
' Select the projection matrix
glMatrixMode %GL_PROJECTION
' Reset the projection matrix
glLoadIdentity
' Calculate the aspect ratio of the window
gluPerspective 45.0!, nWidth / nHeight, 0.1!, 100.0!
' Select the model view matrix
glMatrixMode %GL_MODELVIEW
' Reset the model view matrix
glLoadIdentity
END SUB
' =======================================================================================
' =======================================================================================
' Draw the scene
' =======================================================================================
SUB DrawScene (BYVAL hwnd AS DWORD, BYVAL nWidth AS LONG, BYVAL nHeight AS LONG)
LOCAL x_m, y_m, z_m, u_m, v_m AS SINGLE
LOCAL loop_m AS LONG
LOCAL xtrans, ztrans, ytrans AS SINGLE
LOCAL sceneroty AS SINGLE
' Clear the screen buffer
glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
' Reset the view
glLoadIdentity
xtrans = -xpos
ztrans = -zpos
ytrans = -walkbias - 0.25!
sceneroty = 360.0! - yrot
glRotatef lookupdown, 1.0!, 0,0!
glRotatef sceneroty, 0.0!, 1.0!, 0.0!
glTranslatef xtrans, ytrans, ztrans
glBindTexture %GL_TEXTURE_2D, TextureHandles(filter)
' Process each triangle
FOR loop_m = 0 TO numtriangles - 1 STEP 3
glBegin %GL_TRIANGLES
glNormal3f 0.0!, 0.0!, 1.0!
x_m = mytriangles(loop_m + 0).x
y_m = mytriangles(loop_m + 0).y
z_m = mytriangles(loop_m + 0).z
u_m = mytriangles(loop_m + 0).u
v_m = mytriangles(loop_m + 0).v
glTexCoord2f u_m,v_m
glVertex3f x_m,y_m,z_m
x_m = mytriangles(loop_m + 1).x
y_m = mytriangles(loop_m + 1).y
z_m = mytriangles(loop_m + 1).z
u_m = mytriangles(loop_m + 1).u
v_m = mytriangles(loop_m + 1).v
glTexCoord2f u_m,v_m
glVertex3f x_m,y_m,z_m
x_m = mytriangles(loop_m + 2).x
y_m = mytriangles(loop_m + 2).y
z_m = mytriangles(loop_m + 2).z
u_m = mytriangles(loop_m + 2).u
v_m = mytriangles(loop_m + 2).v
glTexCoord2f u_m,v_m
glVertex3f x_m,y_m,z_m
glEnd
NEXT
' Dinky's light fix ;)
glLightfv %GL_LIGHT0, %GL_POSITION, LightPosition(0)
END SUB
' =======================================================================================
' =======================================================================================
' Cleanup
' =======================================================================================
SUB Cleanup (BYVAL hwnd AS DWORD)
' Delete the texture
glDeleteTextures(3, TextureHandles(0))
END SUB
' =======================================================================================
' =======================================================================================
' Processes keystrokes
' Parameters:
' * hwnd = Window hande
' * vKeyCode = Virtual key code
' * bKeyDown = %TRUE if key is pressed; %FALSE if it is released
' =======================================================================================
SUB ProcessKeystrokes (BYVAL hwnd AS DWORD, BYVAL vKeyCode AS LONG, BYVAL bKeyDown AS LONG)
STATIC bp, fp, lp AS LONG
SELECT CASE AS LONG vKeyCode
CASE %VK_ESCAPE
' Quit if Esc key pressed
SendMessage hwnd, %WM_CLOSE, 0, 0
CASE %VK_B
IF ISTRUE bKeyDown AND ISFALSE bp THEN
bp = %TRUE
blend = NOT blend
IF blend THEN
glEnable %GL_BLEND
glDisable %GL_DEPTH_TEST
ELSE
glDisable %GL_BLEND
glEnable %GL_DEPTH_TEST
END IF
END IF
IF ISFALSE bKeyDown THEN bp = %FALSE
CASE %VK_F
IF ISTRUE bKeyDown AND ISFALSE fp THEN
fp = %TRUE
filter = filter + 1
IF filter > 2 THEN filter = 0
END IF
IF ISFALSE bKeyDown THEN fp = %FALSE
CASE %VK_L
IF ISTRUE bKeyDown AND ISFALSE lp THEN
lp = %TRUE
light = NOT light
IF ISFALSE light THEN
glDisable %GL_LIGHTING
ELSE
glEnable %GL_LIGHTING
END IF
END IF
IF ISFALSE bKeyDown THEN lp = %FALSE
CASE %VK_PGUP
IF ISTRUE bKeyDown THEN
zoom = zoom - 0.02!
lookupdown = lookupdown - 1.0!
END IF
CASE %VK_PGDN
IF ISTRUE bKeyDown THEN
zoom = zoom + 0.02!
lookupdown = lookupdown + 1.0!
END IF
CASE %VK_UP
IF ISTRUE bKeyDown THEN
xpos = xpos - SIN(heading * 0.0174532925!) * 0.05!
zpos = zpos - COS(heading * 0.0174532925!) * 0.05!
IF walkbiasangle >= 359.0! THEN
walkbiasangle = 0.0!
ELSE
walkbiasangle = walkbiasangle + 10
END IF
walkbias = SIN(walkbiasangle * 0.0174532925!) / 20.0!
END IF
CASE %VK_DOWN
IF ISTRUE bKeyDown THEN
xpos = xpos + SIN(heading * 0.0174532925!) * 0.05!
zpos = zpos + COS(heading * 0.0174532925!) * 0.05!
IF walkbiasangle <= 1.0! THEN
walkbiasangle = 359.0!
ELSE
walkbiasangle = walkbiasangle - 10
END IF
walkbias = SIN(walkbiasangle * 0.0174532925!) / 20.0!
END IF
CASE %VK_RIGHT
IF ISTRUE bKeyDown THEN
heading = heading - 1.0!
yrot = heading
END IF
CASE %VK_LEFT
IF ISTRUE bKeyDown THEN
heading = heading + 1.0!
yrot = heading
END IF
END SELECT
END SUB
' =======================================================================================
' =======================================================================================
' Main
' =======================================================================================
FUNCTION WINMAIN (BYVAL hInstance AS DWORD, BYVAL hPrevInstance AS DWORD, BYVAL lpszCmdLine AS ASCIIZ PTR, BYVAL nCmdShow AS LONG) AS LONG
LOCAL hwnd AS DWORD
LOCAL wcex AS WNDCLASSEX
LOCAL szClassName AS ASCIIZ * 256
LOCAL szCaption AS ASCIIZ * 256
LOCAL msg AS tagMSG
LOCAL rc AS RECT
LOCAL bDone AS LONG
LOCAL nLeft AS LONG
LOCAL nTop AS LONG
LOCAL nWidth AS LONG
LOCAL nHeight AS LONG
LOCAL dwStyle AS DWORD
LOCAL dwStyleEx AS DWORD
STATIC vKeyCode AS LONG
STATIC bKeyDown AS LONG
LOCAL t AS DOUBLE
LOCAL t0 AS DOUBLE
LOCAL fps AS DOUBLE
LOCAL nFrames AS LONG
LOCAL dm AS DEVMODE
LOCAL bFullScreen AS LONG
LOCAL lResult AS LONG
' Register the window class
szClassName = "PBOPENGL"
wcex.cbSize = SIZEOF(wcex)
wcex.style = %CS_HREDRAW OR %CS_VREDRAW OR %CS_OWNDC
wcex.lpfnWndProc = CODEPTR(WndProc)
wcex.cbClsExtra = 0
wcex.cbWndExtra = 0
wcex.hInstance = hInstance
wcex.hCursor = LoadCursor (%NULL, BYVAL %IDC_ARROW)
wcex.hbrBackground = %NULL
wcex.lpszMenuName = %NULL
wcex.lpszClassName = VARPTR(szClassName)
wcex.hIcon = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Sample, if resource icon: LoadIcon(hInst, "APPICON")
wcex.hIconSm = LoadIcon (%NULL, BYVAL %IDI_APPLICATION) ' Remember to set small icon too..
RegisterClassEx wcex
' Ask the user which screen mode he prefers
lResult = MessageBox(%NULL, "Would you like to run in fullscreen mode?", _
"Start fullScreen?", %MB_YESNOCANCEL OR %MB_ICONQUESTION)
SELECT CASE lResult
CASE %IDCANCEL : EXIT FUNCTION
CASE %IDYES : bFullScreen = %TRUE
CASE %IDNO : bFullScreen = %FALSE
END SELECT
' Window size
nWidth = %GL_WINDOWWIDTH
nHeight = %GL_WINDOWHEIGHT
IF bFullScreen THEN
' Change display settings
dm.dmSize = SIZEOF(dm)
dm.dmPelsWidth = nWidth
dm.dmPelsHeight = nHeight
dm.dmBitsPerPel = %GL_BITSPERPEL
dm.dmFields = %DM_BITSPERPEL OR %DM_PELSWIDTH OR %DM_PELSHEIGHT
IF ChangeDisplaySettings(dm, %CDS_FULLSCREEN) = 0 THEN ShowCursor %FALSE
END IF
' Window caption
szCaption = $WindowCaption
' Window styles
IF ISFALSE bFullScreen THEN
dwStyle = %WS_OVERLAPPEDWINDOW
dwStyleEx = %WS_EX_APPWINDOW OR %WS_EX_WINDOWEDGE
ELSE
dwStyle = %WS_POPUP
dwStyleEx = %WS_EX_APPWINDOW
END IF
' Create the window
hwnd = CreateWindowEx( _
dwStyleEx, _ ' extended styles
szClassName, _ ' window class name
szCaption, _ ' window caption
dwStyle, _ ' window style
nLeft, _ ' initial x position
nTop, _ ' initial y position
nWidth, _ ' initial x size
nHeight, _ ' initial y size
%NULL, _ ' parent window handle
0, _ ' window menu handle
hInstance, _ ' program instance handle
BYVAL %NULL) ' creation parameters
' Retrieve the coordinates of the window's client area
GetClientRect hwnd, rc
' Initialize the new OpenGl window
SetupScene hwnd, rc.nRight - rc.nLeft, rc.nBottom - rc.nTop
' Show the window
ShowWindow hwnd, nCmdShow
UpdateWindow hwnd
DO UNTIL bDone
' Windows message pump
DO WHILE PeekMessage(msg, %NULL, 0, 0, %PM_REMOVE)
IF msg.message = %WM_QUIT THEN
bDone = %TRUE
ELSE
IF msg.message = %WM_KEYDOWN THEN
vKeyCode = msg.wParam
bKeyDown = %TRUE
ELSEIF msg.message = %WM_KEYUP THEN
vKeyCode = msg.wParam
bKeyDown = %FALSE
END IF
TranslateMessage msg
DispatchMessage msg
END IF
LOOP
IF ISFALSE bFullScreen THEN
' Get time and mouse position
t = INT(TIMER)
' Calculate and display FPS (frames per second)
IF t > t0 OR nFrames = 0 THEN
fps = nFrames \ (t - t0)
wsprintf szCaption, $WindowCaption & " (%i FPS)", BYVAL fps
SetWindowText hwnd, szCaption
t0 = t
nFrames = 0
END IF
nFrames = nFrames + 1
END IF
' Draw the scene
DrawScene hwnd, nWidth, nHeight
' Exchange the front and back buffers
SwapBuffers hDC
' Process the keystrokes
IF vKeyCode THEN
ProcessKeystrokes hwnd, vKeyCode, bKeyDown
vKeyCode = 0
END IF
LOOP
' Retore defaults
IF bFullScreen THEN
ChangeDisplaySettings BYVAL %NULL, 0
ShowCursor %TRUE
END IF
FUNCTION = msg.wParam
END FUNCTION
' =======================================================================================
' =======================================================================================
' Main window procedure
' =======================================================================================
FUNCTION WndProc (BYVAL hwnd AS DWORD, BYVAL wMsg AS DWORD, BYVAL wParam AS DWORD, BYVAL lParam AS LONG) AS LONG
LOCAL pf AS LONG
LOCAL pfd AS PIXELFORMATDESCRIPTOR
STATIC hRC AS LONG
SELECT CASE wMsg
CASE %WM_SYSCOMMAND
' Disable the Windows screensaver
IF (wParam AND &HFFF0) = %SC_SCREENSAVE THEN EXIT FUNCTION
' Close the window
IF (wParam AND &HFFF0) = %SC_CLOSE THEN
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
CASE %WM_CREATE
' Retrieve the device context handle
hDC = GetDC(hwnd)
' Fill the PIXELFORMATDESCRIPTOR structure
pfd.nSize = SIZEOF(PIXELFORMATDESCRIPTOR) ' Size of the structure
pfd.nVersion = 1 ' Version number
pfd.dwFlags = %PFD_DRAW_TO_WINDOW _ ' Format must support window
OR %PFD_SUPPORT_OPENGL _ ' Format must support OpenGL
OR %PFD_DOUBLEBUFFER ' Format must support double buffering
pfd.iPixelType = %PFD_TYPE_RGBA ' Request an RGBA format
pfd.cColorBits = %GL_BITSPERPEL ' Number of color bitplanes in each color buffer
pfd.cRedBits = 0 ' Number of red bitplanes in each RGBA color buffer.
pfd.cRedShift = 0 ' Shift count for red bitplanes in each RGBA color buffer.
pfd.cGreenBits = 0 ' Number of green bitplanes in each RGBA color buffer.
pfd.cGreenShift = 0 ' Shift count for green bitplanes in each RGBA color buffer.
pfd.cBlueBits = 0 ' Number of blue bitplanes in each RGBA color buffer.
pfd.cBlueShift = 0 ' Shift count for blue bitplanes in each RGBA color buffer.
pfd.cAlphaBits = 0 ' Number of alpha bitplanes in each RGBA color buffer
pfd.cAlphaShift = 0 ' Shift count for alpha bitplanes in each RGBA color buffer.
pfd.cAccumBits = 0 ' Total number of bitplanes in the accumulation buffer.
pfd.cAccumRedBits = 0 ' Number of red bitplanes in the accumulation buffer.
pfd.cAccumGreenBits = 0 ' Number of gree bitplanes in the accumulation buffer.
pfd.cAccumBlueBits = 0 ' Number of blue bitplanes in the accumulation buffer.
pfd.cAccumAlphaBits = 0 ' Number of alpha bitplanes in the accumulation buffer.
pfd.cDepthBits = %GL_DEPTHBITS ' Depth of the depth (z-axis) buffer.
pfd.cStencilBits = 0 ' Depth of the stencil buffer.
pfd.cAuxBuffers = 0 ' Number of auxiliary buffers.
pfd.iLayerType = %PFD_MAIN_PLANE ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
pfd.bReserved = 0 ' Number of overlay and underlay planes.
pfd.dwLayerMask = 0 ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
pfd.dwVisibleMask = 0 ' Transparent color or index of an underlay plane.
pfd.dwDamageMask = 0 ' Ignored. Earlier implementations of OpenGL used this member, but it is no longer used.
' Find a matching pixel format
pf = ChoosePixelFormat(hDC, pfd)
IF ISFALSE pf THEN
MessageBox hwnd, "Can't find a suitable pixel format", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Set the pixel format
IF ISFALSE SetPixelFormat(hDC, pf, pfd) THEN
MessageBox hwnd, "Can't set the pixel format", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Create a new OpenGL rendering context
hRC = wglCreateContext(hDC)
IF ISFALSE hRC THEN
MessageBox hwnd, "Can't create an OpenGL rendering context", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
' Make it current
IF ISFALSE wglMakeCurrent(hDC,hRC) THEN
MessageBox hwnd, "Can't activate the OpenGL rendering context", _
"Error", %MB_OK OR %MB_ICONEXCLAMATION
SendMessage hwnd, %WM_CLOSE, 0, 0
EXIT FUNCTION
END IF
EXIT FUNCTION
CASE %WM_DESTROY
' Clear resources
Cleanup hwnd
' Release the device and rendering contexts
wglMakeCurrent hDC, 0
' Make the rendering context no longer current
wglDeleteContext hRC
' Release the device context
ReleaseDC hwnd, hDC
' Post a WM_QUIT message
PostQuitMessage 0
EXIT FUNCTION
CASE %WM_SIZE
ResizeScene hwnd, LO(WORD, lParam), HI(WORD, lParam)
EXIT FUNCTION
END SELECT
' Call the default window procedure to process unhandled messages
FUNCTION = DefWindowProc(hwnd, wMsg, wParam, lParam)
END FUNCTION
' =======================================================================================
(http://www.jose.it-berater.org/captures/EX_NeHe_Lesson_10.png)
This example illustrates how to load a 3D world from a data file, and move through the 3D world.
It is an adaptation of NeHe Lesson 10: http://nehe.gamedev.net/lesson.asp?index=02
' SED_PBWIN - Use the PBWIN compiler
#COMPILE EXE
#DIM ALL
#INCLUDE ONCE "GLFW.INC"
#INCLUDE ONCE "GDIPUTILS.INC"
TYPE VERTEX
' 3D Coordinates
x AS SINGLE
y AS SINGLE
z AS SINGLE
' Texture Coordinates
u AS SINGLE
v AS SINGLE
END TYPE
' =======================================================================================
' Main
' =======================================================================================
FUNCTION PBMAIN () AS LONG
LOCAL hr, nWidth, nHeight, running, frames, x, y AS LONG
LOCAL t, t0, fps AS DOUBLE
LOCAL szTitlestr AS ASCIIZ * 200
LOCAL strTextureData AS STRING
LOCAL TextureWidth, TextureHeight AS LONG
DIM glHandles(2) AS DWORD
LOCAL x_m, y_m, z_m, u_m, v_m AS SINGLE
LOCAL z, xtrans, ztrans, ytrans AS SINGLE
LOCAL lookupdown, sceneroty AS SINGLE
LOCAL loop_m, filter, numtriangles AS LONG
LOCAL xpos, zpos, yrot AS SINGLE
LOCAL heading, walkbias, walkbiasangle AS SINGLE
LOCAL blend, light, bp, fp, lp AS LONG
' Initialize GLFW
glfwInit
' Open OpenGL window
IF ISFALSE glfwOpenWindow(640, 480, 0, 0, 0, 0, 16, 0, %GLFW_WINDOW) THEN
glfwTerminate
EXIT FUNCTION
END IF
' Load bitmap texture from disk
hr = GdiPlusLoadTexture("mud.bmp", TextureWidth, TextureHeight, strTextureData, %TRUE)
' Assign handles
glGenTextures 3, glHandles(0)
' Create Nearest Filtered Texture
glBindTexture %GL_TEXTURE_2D, glHandles(0)
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MAG_FILTER, %GL_NEAREST
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MIN_FILTER, %GL_NEAREST
glTexImage2D %GL_TEXTURE_2D, 0, 3, TextureWidth, TextureHeight, 0, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData)
' Create Linear Filtered Texture
glBindTexture %GL_TEXTURE_2D, glHandles(1)
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MAG_FILTER, %GL_LINEAR
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MIN_FILTER, %GL_LINEAR
glTexImage2D %GL_TEXTURE_2D, 0, 3, TextureWidth, TextureHeight, 0, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData)
' Create MipMapped Texture
glBindTexture %GL_TEXTURE_2D, glHandles(2)
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MAG_FILTER, %GL_LINEAR
glTexParameteri %GL_TEXTURE_2D, %GL_TEXTURE_MIN_FILTER, %GL_LINEAR_MIPMAP_NEAREST
gluBuild2DMipmaps %GL_TEXTURE_2D, 3, TextureWidth, TextureHeight, _
%GL_RGBA, %GL_UNSIGNED_BYTE, BYVAL STRPTR(strTextureData)
' Enable texture mapping
glEnable(%GL_TEXTURE_2D)
' Select smooth shading
glShadeModel %GL_SMOOTH
' Specify clear values for the color buffers
glClearColor 0.0!, 0.0!, 0.0!, 0.0!
' Specify the clear value for the depth buffer
glClearDepth 1.0!
' The type of depth test to do
glDepthFunc %GL_LESS
' Enables depth testing
glEnable %GL_DEPTH_TEST
' Really nice perspective calculations
glHint %GL_PERSPECTIVE_CORRECTION_HINT, %GL_NICEST
' Set the blending function for translucency
glBlendFunc %GL_SRC_ALPHA,%GL_ONE
' Setup world
LOCAL i, c, boom, vert AS LONG
LOCAL oneline AS STRING
OPEN "world.txt" FOR INPUT AS #1
DO UNTIL EOF(1)
LINE INPUT #1, oneline
IF LEFT$(oneline, 11) = "NUMPOLLIES " THEN
numtriangles = VAL(MID$(oneline, 12))
EXIT DO
END IF
LOOP
REDIM mytriangles(numtriangles * 3 - 1) AS VERTEX
FOR c = 0 TO numtriangles - 1
FOR vert = 0 TO 2
boom = 0
DO
LINE INPUT #1, oneline
oneline = TRIM$(oneline)
IF oneline <> "" THEN
IF LEFT$(oneline, 2) <> "//" THEN
mytriangles(c * 3 + vert).x = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).y = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).z = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).u = VAL(oneline)
i = INSTR(oneline, " ")
oneline = TRIM$(MID$(oneline, i))
mytriangles(c * 3 + vert).v = VAL(oneline)
boom = 1
END IF
END IF
LOOP UNTIL boom = 1
NEXT
NEXT
CLOSE #1
REDIM LightAmbient(3) AS SINGLE
REDIM LightDiffuse(3) AS SINGLE
REDIM LightPosition(3) AS SINGLE
LightAmbient(0) = 0.5! : LightAmbient(1) = 0.5! : LightAmbient(2) = 0.5! : LightAmbient(3) = 1.0! ' Ambient Light
LightDiffuse(0) = 1.0! : LightDiffuse(1) = 1.0! : LightDiffuse(2) = 1.0! : LightDiffuse(3) = 1.0! ' Diffuse Light
LightPosition(0) = 0.0! : LightPosition(1) = 0.0! : LightPosition(2) = 2.0! : LightPosition(3) = 1.0! ' Light Position
glLightfv %GL_LIGHT0, %GL_AMBIENT, LightAmbient(0)
glLightfv %GL_LIGHT0, %GL_DIFFUSE, LightDiffuse(0)
glLightfv %GL_LIGHT0, %GL_POSITION, LightPosition(0)
glEnable %GL_LIGHT0
' Enable sticky keys
glfwEnable %GLFW_STICKY_KEYS
' Disable vertical sync (on cards that support it)
glfwSwapInterval 0
' Main loop
running = %TRUE
frames = 0
t0 = glfwGetTime
DO WHILE running
' Get time and mouse position
t = glfwGetTime
glfwGetMousePos x, y
' Calculate and display FPS (frames per second)
IF t - t0 > 1.0! OR frames = 0 THEN
fps = frames / (t-t0)
wsprintf szTitlestr, "NEHE Lesson 10 (%i FPS)", BYVAL fps
glfwSetWindowTitle szTitlestr
t0 = t
frames = 0
END IF
frames = frames + 1
' Get window size (may be different than the requested size)
glfwGetWindowSize nWidth, nHeight
IF nHeight <= 0 THEN nHeight = 1
' Set viewport
glViewport 0, 0, nWidth, nHeight
' Clear the screen and the depth buffers
glClear %GL_COLOR_BUFFER_BIT OR %GL_DEPTH_BUFFER_BIT
' Select and setup the projection matrix
glMatrixMode %GL_PROJECTION
glLoadIdentity
' Calculate the aspect ratio of the window
gluPerspective 45.0!, nWidth/nHeight, 0.1!, 100.0!
' Select the modelview matrix
glMatrixMode %GL_MODELVIEW
glLoadIdentity
xtrans = -xpos
ztrans = -zpos
ytrans = -walkbias - 0.25!
sceneroty = 360.0! - yrot
glRotatef lookupdown, 1.0!, 0,0!
glRotatef sceneroty, 0.0!, 1.0!, 0.0!
glTranslatef xtrans, ytrans, ztrans
glBindTexture %GL_TEXTURE_2D, glHandles(filter)
' Process each triangle
FOR loop_m = 0 TO numtriangles - 1 STEP 3
glBegin %GL_TRIANGLES
glNormal3f 0.0!, 0.0!, 1.0!
x_m = mytriangles(loop_m + 0).x
y_m = mytriangles(loop_m + 0).y
z_m = mytriangles(loop_m + 0).z
u_m = mytriangles(loop_m + 0).u
v_m = mytriangles(loop_m + 0).v
glTexCoord2f u_m,v_m
glVertex3f x_m,y_m,z_m
x_m = mytriangles(loop_m + 1).x
y_m = mytriangles(loop_m + 1).y
z_m = mytriangles(loop_m + 1).z
u_m = mytriangles(loop_m + 1).u
v_m = mytriangles(loop_m + 1).v
glTexCoord2f u_m,v_m
glVertex3f x_m,y_m,z_m
x_m = mytriangles(loop_m + 2).x
y_m = mytriangles(loop_m + 2).y
z_m = mytriangles(loop_m + 2).z
u_m = mytriangles(loop_m + 2).u
v_m = mytriangles(loop_m + 2).v
glTexCoord2f u_m,v_m
glVertex3f x_m,y_m,z_m
glEnd
NEXT
' Dinky's light fix ;)
glLightfv %GL_LIGHT0, %GL_POSITION, LightPosition(0)
' Swap buffers
glfwSwapBuffers
' B key
IF glfwGetKey(66) = %GLFW_PRESS AND ISFALSE bp THEN
bp = %TRUE
blend = NOT blend
IF blend THEN
glEnable %GL_BLEND
glDisable %GL_DEPTH_TEST
ELSE
glDisable %GL_BLEND
glEnable %GL_DEPTH_TEST
END IF
END IF
IF glfwGetKey(66) <> %GLFW_PRESS THEN bp = %FALSE
' F key
IF glfwGetKey(70) = %GLFW_PRESS AND ISFALSE fp THEN
fp = %TRUE
filter = filter + 1
IF filter > 2 THEN filter = 0
END IF
IF glfwGetKey(70) <> %GLFW_PRESS THEN fp = %FALSE
' L key
IF glfwGetKey(76) = %GLFW_PRESS AND ISFALSE lp THEN
lp = %TRUE
light = NOT light
IF ISFALSE light THEN
glDisable %GL_LIGHTING
ELSE
glEnable %GL_LIGHTING
END IF
END IF
IF glfwGetKey(76) <> %GLFW_PRESS THEN lp = %FALSE
IF glfwGetKey(%GLFW_KEY_PAGEUP) = %GLFW_PRESS THEN
z = z - 0.02!
lookupdown = lookupdown - 1.0!
END IF
IF glfwGetKey(%GLFW_KEY_PAGEDOWN) = %GLFW_PRESS THEN
z = z + 0.02!
lookupdown = lookupdown + 1.0!
END IF
IF glfwGetKey(%GLFW_KEY_UP) = %GLFW_PRESS THEN
xpos = xpos - Sin(heading * 0.0174532925!) * 0.05!
zpos = zpos - Cos(heading * 0.0174532925!) * 0.05!
If walkbiasangle >= 359.0! Then
walkbiasangle = 0.0!
Else
walkbiasangle = walkbiasangle + 10
End If
walkbias = Sin(walkbiasangle * 0.0174532925!) / 20.0!
END IF
IF glfwGetKey(%GLFW_KEY_DOWN) = %GLFW_PRESS THEN
xpos = xpos + Sin(heading * 0.0174532925!) * 0.05!
zpos = zpos + Cos(heading * 0.0174532925!) * 0.05!
If walkbiasangle <= 1.0! Then
walkbiasangle = 359.0!
Else
walkbiasangle = walkbiasangle - 10
End If
walkbias = Sin(walkbiasangle * 0.0174532925!) / 20.0!
END IF
IF glfwGetKey(%GLFW_KEY_RIGHT) = %GLFW_PRESS THEN
heading = heading - 1.0!
yrot = heading
END IF
IF glfwGetKey(%GLFW_KEY_LEFT) = %GLFW_PRESS THEN
heading = heading + 1.0!
yrot = heading
END IF
' Check if the ESC key was pressed or the window was closed
running = NOT glfwGetKey(%GLFW_KEY_ESC) AND glfwGetWindowParam(%GLFW_OPENED)
LOOP
' Delete the texture
glDeleteTextures(3, glHandles(0))
' Close OpenGL window and terminate GLFW
glfwTerminate
END FUNCTION
' =======================================================================================