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glutils.c
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C/C++ Source or Header
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1996-07-07
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241 lines
// glutils.c
// General purpose OpenGL Utility functions
#include <windows.h>
#include <math.h> // Include for sqrt()
#include <gl\gl.h> // OpenGL
#include <gl\glu.h> // GLU library
#include "glutils.h" // OpenGL support functions
#include "externs.h"
// Reduces a normal vector specified as a set of three coordinates,
// to a unit normal vector of length one.
void ReduceToUnit(float vector[3])
{
float length;
// Calculate the length of the vector
length = (float)sqrt((vector[0]*vector[0]) +
(vector[1]*vector[1]) +
(vector[2]*vector[2]));
// Keep the program from blowing up by providing an exceptable
// value for vectors that may calculated too close to zero.
if(length == 0.0f)
length = 1.0f;
// Dividing each element by the length will result in a
// unit normal vector.
vector[0] /= length;
vector[1] /= length;
vector[2] /= length;
}
// Points p1, p2, & p3 specified in counter clock-wise order
void calcNormal(float v[3][3], float out[3])
{
float v1[3],v2[3];
static const int x = 0;
static const int y = 1;
static const int z = 2;
// Calculate two vectors from the three points
v1[x] = v[0][x] - v[1][x];
v1[y] = v[0][y] - v[1][y];
v1[z] = v[0][z] - v[1][z];
v2[x] = v[1][x] - v[2][x];
v2[y] = v[1][y] - v[2][y];
v2[z] = v[1][z] - v[2][z];
// Take the cross product of the two vectors to get
// the normal vector which will be stored in out
out[x] = v1[y]*v2[z] - v1[z]*v2[y];
out[y] = v1[z]*v2[x] - v1[x]*v2[z];
out[z] = v1[x]*v2[y] - v1[y]*v2[x];
// Normalize the vector (shorten length to one)
ReduceToUnit(out);
}
/////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////
// Windows specific utilities
/////////////////////////////////////////////////////////////////////////
// If necessary, creates a 3-3-2 palette for the device context listed.
// Returns NULL if non-palettized device
HPALETTE GetOpenGLPalette(HDC hDC)
{
HPALETTE hRetPal = NULL; // Handle to palette to be created
PIXELFORMATDESCRIPTOR pfd; // Pixel Format Descriptor
LOGPALETTE *pPal; // Pointer to memory for logical palette
int nPixelFormat; // Pixel format index
int nColors; // Number of entries in palette
int i; // Counting variable
BYTE RedRange,GreenRange,BlueRange;
// Range for each color entry (7,7,and 3)
// Get the pixel format index and retrieve the pixel format description
nPixelFormat = GetPixelFormat(hDC);
DescribePixelFormat(hDC, nPixelFormat, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
// Does this pixel format require a palette? If not, do not create a
// palette and just return NULL
if(!(pfd.dwFlags & PFD_NEED_PALETTE))
return NULL;
// Number of entries in palette. 8 bits yeilds 256 entries
nColors = 1 << pfd.cColorBits;
// Allocate space for a logical palette structure plus all the palette entries
pPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) +nColors*sizeof(PALETTEENTRY));
// Fill in palette header
pPal->palVersion = 0x300; // Windows 3.0
pPal->palNumEntries = nColors; // table size
// Build mask of all 1's. This creates a number represented by having
// the low order x bits set, where x = pfd.cRedBits, pfd.cGreenBits, and
// pfd.cBlueBits.
RedRange = (1 << pfd.cRedBits) -1;
GreenRange = (1 << pfd.cGreenBits) - 1;
BlueRange = (1 << pfd.cBlueBits) -1;
// Loop through all the palette entries
for(i = 0; i < nColors; i++)
{
// Fill in the 8-bit equivalents for each component
pPal->palPalEntry[i].peRed = (i >> pfd.cRedShift) & RedRange;
pPal->palPalEntry[i].peRed = (unsigned char)(
(double) pPal->palPalEntry[i].peRed * 255.0 / RedRange);
pPal->palPalEntry[i].peGreen = (i >> pfd.cGreenShift) & GreenRange;
pPal->palPalEntry[i].peGreen = (unsigned char)(
(double)pPal->palPalEntry[i].peGreen * 255.0 / GreenRange);
pPal->palPalEntry[i].peBlue = (i >> pfd.cBlueShift) & BlueRange;
pPal->palPalEntry[i].peBlue = (unsigned char)(
(double)pPal->palPalEntry[i].peBlue * 255.0 / BlueRange);
pPal->palPalEntry[i].peFlags = (unsigned char) NULL;
}
// Create the palette
hRetPal = CreatePalette(pPal);
// Go ahead and select and realize the palette for this device context
SelectPalette(hDC,hRetPal,FALSE);
RealizePalette(hDC);
// Free the memory used for the logical palette structure
free(pPal);
// Return the handle to the new palette
return hRetPal;
}
// Select the pixel format for a given device context
void SetDCPixelFormat(HDC hDC)
{
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered
PFD_TYPE_RGBA, // RGBA Color mode
24, // Want 24bit color
0,0,0,0,0,0, // Not used to select mode
0,0, // Not used to select mode
0,0,0,0,0, // Not used to select mode
// Try to get away with smaller depth buffer to take advantage
// of low end PC accelerator cards
0, // Size of depth buffer
0, // Not used to select mode
0, // Not used to select mode
PFD_MAIN_PLANE, // Draw in main plane
0, // Not used to select mode
0,0,0 }; // Not used to select mode
// Choose a pixel format that best matches that described in pfd
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
// Set the pixel format for the device context
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
// Select the pixel format for a given device context. This function is identical
// to the above, but also supplies a depth buffer
void SetDCDepthPixelFormat(HDC hDC)
{
int nPixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // Size of this structure
1, // Version of this structure
PFD_DRAW_TO_WINDOW | // Draw to Window (not to bitmap)
PFD_SUPPORT_OPENGL | // Support OpenGL calls in window
PFD_DOUBLEBUFFER, // Double buffered
PFD_TYPE_RGBA, // RGBA Color mode
24, // Want 24bit color
0,0,0,0,0,0, // Not used to select mode
0,0, // Not used to select mode
0,0,0,0,0, // Not used to select mode
// Try to get away with smaller depth buffer to take advantage
// of low end PC accelerator cards
32, // Size of depth buffer
0, // Not used to select mode
0, // Not used to select mode
PFD_MAIN_PLANE, // Draw in main plane
0, // Not used to select mode
0,0,0 }; // Not used to select mode
// Choose a pixel format that best matches that described in pfd
nPixelFormat = ChoosePixelFormat(hDC, &pfd);
// Set the pixel format for the device context
SetPixelFormat(hDC, nPixelFormat, &pfd);
}
// Moves the tank or robot forwards or backwards
void MoveViewer(GLdouble dStep)
{
GLdouble xDelta,zDelta;
xDelta = dStep*cos(pObject->radsFromEast);
zDelta = -dStep*sin(pObject->radsFromEast);
pObject->xPos += (float)xDelta;
pObject->zPos += (float)zDelta;
if(pObject->xPos > 1000.0f)
pObject->xPos = 1000.0f;
if(pObject->xPos < -1000.0f)
pObject->xPos = -1000.0f;
if(pObject->zPos > 1000.0f)
pObject->zPos = 1000.0f;
if(pObject->zPos < -1000.0f)
pObject->zPos = -1000.0f;
}