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Konu Araçları
Eski 30.05.2007   #1 (permalink)
 
staticiation  Görüntü Resmi
 
Katılma Tarihi: Şub 2006
Nereden: Bursa/es-es
Yaş: 23
Mesajlar: 1,759
Varsayılan 3 Boyutlu Ekran Koruyucu Programı Kodları(C++)

#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
#include <stdio.h>
#include <math.h>

HDC hDC=NULL;
HGLRC hRC=NULL;
HWND hWnd=NULL;
HINSTANCE hInstance;

bool keys[256];
bool active=TRUE;
bool fullscreen=TRUE;

GLint base,loop;
GLuint texture[14];
GLUquadricObj *Obiekt1;

GLfloat roll,roll2;
GLfloat step=0.01f;
GLfloat step2=0.3f;
GLfloat rotate, rotateobiekt1,rotateobiekt2;
GLfloat angle,rotsat;
GLfloat RotateWenus;
GLfloat x,y;

GLfloat LightAmbient[]= { 0.05f, 0.05f, 0.05f, 1.0f };
GLfloat LightDiffuse[]= { 0.8f, 0.8f, 0.8f, 1.0f };
GLfloat LightPosition[]= { 10.0f, -10.0f, 10.0f, 1.0f };
GLfloat LightAmbient2[]= { 0.9f, 0.9f, 0.9f, 1.0f };

GLfloat roo;
GLfloat ro;
GLfloat ro2;
GLfloat alpha;
GLfloat alphaplus=0.0003f;

char *text_display[7] =
{
" Ekran koruyucu tansalic@walla.com",
" Hepiniz hos geldiniz...",
" Bu proje benim ilk ekran koruyucu calismamdir",
" umarim begenir dostlarinizada hediye edersiniz",
" SAYGILARIMLA !!!",
" tansalic@walla.com",
""
};
int Tekst = 0;
int TextSync = 0;

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);

void Build_font(void)
{
int i;
float cx;
float cy;
base = glGenLists(256);
glBindTexture(GL_TEXTURE_2D, texture[4]);
for (i=0 ; i<256 ; i++) {
cx = float(i%16)/16.0f;
cy = float(i/16)/16.0f;
glNewList(base+i,GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(cx,1-cy-0.0625f);
glVertex2i(0,0);
glTexCoord2f(cx+0.0625f,1-cy-0.0625f);
glVertex2i(16,0);
glTexCoord2f(cx+0.0625f,1-cy);
glVertex2i(16,16);
glTexCoord2f(cx,1-cy);
glVertex2i(0,16);
glEnd();
glTranslated(10,0,0);
glEndList();
}
}


void KillFont(void)
{
glDeleteLists(base, 256);
}

void glPrint(GLint x, GLint y, char* string, int set)
{
if (set > 1) set = 1;
glBindTexture(GL_TEXTURE_2D, texture[4]);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,640,0,480,-100,100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(x,y,0);
glListBase(base-32+(128*set));
glCallLists(strlen(string),GL_BYTE,string);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
void Swiatlo(void)
{
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient2);

glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
glLightfv(GL_LIGHT1, GL_POSITION,LightPosition);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
}

AUX_RGBImageRec *LoadBMP(char *Filename)
{
FILE *File=NULL;
if (!Filename)
{
return NULL;
}
File=fopen(Filename,"r");
if (File)
{
fclose(File);
return auxDIBImageLoad(Filename);
}
return NULL;
}
int LoadTextures()
{
int Status = FALSE;
AUX_RGBImageRec *TextureImage[14];
memset(TextureImage, 0, sizeof(void *)*14);
if ( (TextureImage[0]=LoadBMP("kosmos.bmp")) &&
(TextureImage[1]=LoadBMP("belka.bmp")) &&
(TextureImage[2]=LoadBMP("ziemia.bmp"))&&
(TextureImage[3]=LoadBMP("ksiezyc.bmp"))&&
(TextureImage[4]=LoadBMP("fonty.bmp")) &&
(TextureImage[5]=LoadBMP("mars.bmp")) &&
(TextureImage[6]=LoadBMP("wenus.bmp")) &&
(TextureImage[7]=LoadBMP("merkury.bmp")) &&
(TextureImage[8]=LoadBMP("satelitemaska.bmp")) &&
(TextureImage[9]=LoadBMP("satelite.bmp")) &&
(TextureImage[10]=LoadBMP("saturnmaska.bmp")) &&
(TextureImage[11]=LoadBMP("saturn.bmp")) &&
(TextureImage[12]=LoadBMP("space.bmp")) &&
(TextureImage[13]=LoadBMP("sun.bmp")))
{
Status=TRUE;

glGenTextures(14, &texture[0]);
for(loop=0;loop<14;loop++)
{
glBindTexture(GL_TEXTURE_2D, texture[loop]);

gluBuild2DMipmaps(GL_TEXTURE_2D, 3,TextureImage[loop]->sizeX, TextureImage[loop]->sizeY, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[loop]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTE R,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTE R,GL_LINEAR);
}
for(loop=0;loop<14;loop++)
{
if (TextureImage[loop])
{
if (TextureImage[loop]->data)
free(TextureImage[loop]->data);
free(TextureImage[loop]);
}
}
}
return Status;
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height)
{
if (height==0)
{
height=1;
}

glViewport(0,0,width,height);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}

int InitGL(GLvoid)
{
if(!LoadTextures())
return FALSE;
Swiatlo();
Build_font();

glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

Obiekt1=gluNewQuadric();
gluQuadricTexture(Obiekt1, GLU_TRUE);
gluQuadricDrawStyle(Obiekt1, GLU_FILL);

return TRUE;
}

GLint DrawGLScene(GLvoid)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0,0,10, 0,0,0, 0,1,0);



glDisable(GL_LIGHTING);
glTranslatef(0,0,-1);
glRotatef(20,-1,0,0);
glRotatef(rotate,0,0,1);
glRotatef(rotate, 0,1,0);

glBindTexture(GL_TEXTURE_2D, texture[0]);
glBegin(GL_QUADS);
glTexCoord2f(0.0f , roll + 0.0f); glVertex3f(-10.1f, -10.1f, 0.0);
glTexCoord2f(6.0f , roll + 0.0f); glVertex3f(10.1f, -10.1f, 0.0);
glTexCoord2f(6.0f, roll + 6.0f); glVertex3f(10.1f, 10.1f, 0.0);
glTexCoord2f(0.0f, roll + 6.0f); glVertex3f(-10.1f, 10.1f, 0.0);
glEnd();

glEnable(GL_LIGHTING);



glLoadIdentity();
glBindTexture(GL_TEXTURE_2D, texture[5]);
glTranslatef(-2.6f,-1.8f,-5);
glRotatef(90,1,0,0);
glRotatef(rotateobiekt2,0,0,1);
gluSphere(Obiekt1, 0.9, 20,20);



glLoadIdentity();
glTranslatef(4.5,3.5,-10);
glBindTexture(GL_TEXTURE_2D, texture[7]);
glRotatef(rotateobiekt2,1,1,0);
gluSphere(Obiekt1, 0.1,20,20);

glLoadIdentity();
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTranslatef(0,0,-4);
glTranslatef(0,-1.5,0);

glDisable(GL_LIGHT1);
glEnable(GL_LIGHT0);


glBegin(GL_QUADS);
glTexCoord2f(-roll2 +0.0f , 0.0); glVertex3f(-3.1f, -0.2f, 0.0);
glTexCoord2f(-roll2 +1.0f , 0.0); glVertex3f(3.1f, -0.2f, 0.0);
glTexCoord2f(-roll2 +1.0f, 1.0); glVertex3f(3.1f, 0.2f, 0.0);
glTexCoord2f(-roll2 +0.0f, 1.0); glVertex3f(-3.1f, 0.2f, 0.0);
glEnd();

glPrint(100,20,text_display[Tekst],1);

glDisable(GL_LIGHT0);
glEnable(GL_LIGHT1);

glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture[2]);
glTranslatef(0.0f,1.3f, -4.0f);
glRotatef(rotateobiekt1,0,1,0);
glRotatef(-75,1,0,0);
gluSphere(Obiekt1,0.7,20,20);

glTranslatef(1,0,0.5);
glBindTexture(GL_TEXTURE_2D, texture[3]);
glRotatef(rotateobiekt1,1,1,1);
gluSphere(Obiekt1,0.1,20,20);

glLoadIdentity();
glDisable(GL_LIGHTING);
glTranslatef(0.60f, 0.35f,-2.8f);
glRotatef(20,0,0,1);

glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glBindTexture(GL_TEXTURE_2D, texture[10]);
glScalef(0.1f,0.1f,0.1f);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();

glBlendFunc(GL_ONE, GL_ONE);


glBindTexture(GL_TEXTURE_2D, texture[11]);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);

glLoadIdentity();
glDisable(GL_LIGHTING);
glTranslatef(-0.7f,0.5f,-3.0f);
glRotatef(rotsat,0,0,1);

glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
glBindTexture(GL_TEXTURE_2D, texture[8]);
glScalef(0.1f,0.1f,0.1f);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();

glBlendFunc(GL_ONE, GL_ONE);

glBindTexture(GL_TEXTURE_2D, texture[9]);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);

glLoadIdentity();

glTranslatef(1.8f, 1.0f, -8);

glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glColor4f(1,1,1, alpha);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);

glRotatef(ro2,0,0,1);
glBindTexture(GL_TEXTURE_2D, texture[12]);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();

glRotatef(ro,0,0,1);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();

glDisable(GL_BLEND);
glColor4f(1,1,1,1);


alpha+=alphaplus;

if(alpha>0.5)
alphaplus=-alphaplus;
if(alpha<0.0)
alphaplus=-alphaplus;

ro2+=0.1f;
ro+=0.05f;

glLoadIdentity();
glTranslatef(-0.7f, 0.7f, -1 );

glDisable(GL_LIGHTING);
glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(0.9f, 0.1f, 0.9f, 1);

glBindTexture(GL_TEXTURE_2D, texture[13]);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glColor4f(1,1,1,1);
glDisable(GL_BLEND);

glLoadIdentity();

glTranslatef(0.4f, -0.2f, -1);
glScalef(0.2f, 0.2f, 0.2f);

glDisable(GL_LIGHTING);
glEnable(GL_BLEND);

glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glColor4f(0.1f, 0.99f, 0.4f, 0.5f);

glBindTexture(GL_TEXTURE_2D, texture[13]);

glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();


glRotatef(roo,0,0,1);

glBindTexture(GL_TEXTURE_2D, texture[13]);
glBegin(GL_QUADS);
glTexCoord2f(0.0 , 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(1.0 , 0.0); glVertex3f(1.0, -1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glEnd();
glColor4f(1,1,1,1);
glDisable(GL_BLEND);


roo+=0.1f;
if(roo>360)
roo=0.0f;



rotsat+=0.1f;
if(rotsat>360)
rotsat=0;


RotateWenus+=0.2f;
if(RotateWenus>360)
RotateWenus=0;

TextSync++;
if (TextSync > 600)
{
TextSync = 0;
Tekst++;
}
if (Tekst > 6)
Tekst = 0;

rotateobiekt1+=step2;
rotateobiekt2+=0.05f;

rotate+=step;
if(rotate>12)
step=-step;
if(rotate<-12)
step=-step;

roll+=0.002f;
if(roll>1.0f)
roll-=1.0f;


roll2+=0.0005f;

if(roll2>1.0f)
roll2-=1.0f;


return TRUE;
}



GLvoid KillGLWindow(GLvoid)
{
gluDeleteQuadric(Obiekt1);
KillFont();
if (fullscreen)
{
ChangeDisplaySettings(NULL,0);
ShowCursor(TRUE);
}

if (hRC)
{
if (!wglMakeCurrent(NULL,NULL))
{
MessageBox(NULL,"Release Of DC And RC Failed.","Kapatma Hatası",MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC))
{
MessageBox(NULL,"Release Rendering Context Failed.","Kapatma Hatası",MB_OK | MB_ICONINFORMATION);
}
hRC=NULL;
}

if (hDC && !ReleaseDC(hWnd,hDC))
{
MessageBox(NULL,"Release Device Context Failed.","Kapatma Hatası",MB_OK | MB_ICONINFORMATION);
hDC=NULL;
}

if (hWnd && !DestroyWindow(hWnd))
{
MessageBox(NULL,"Could Not Release hWnd.","Kapatma Hatası",MB_OK | MB_ICONINFORMATION);
hWnd=NULL;
}

if (!UnregisterClass("OpenGL",hInstance))
{
MessageBox(NULL,"Could Not Unregister Class.","Kapatma Hatası",MB_OK | MB_ICONINFORMATION);
hInstance=NULL;
}

}


BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat;
WNDCLASS wc;
DWORD dwExStyle;
DWORD dwStyle;
RECT WindowRect;
WindowRect.left=(long)0;
WindowRect.right=(long)width;
WindowRect.top=(long)0;
WindowRect.bottom=(long)height;

fullscreen=fullscreenflag;

hInstance = GetModuleHandle(NULL);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
wc.lpfnWndProc = (WNDPROC) WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = "OpenGL";

if (!RegisterClass(&wc))
{
MessageBox(NULL,"Failed To Register The Window Class.","Hata",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if (fullscreen)
{
DEVMODE dmScreenSettings;
memset(&dmScreenSettings,0,sizeof(dmScreenSettings ));
dmScreenSettings.dmSize=sizeof(dmScreenSettings);
dmScreenSettings.dmPelsWidth = width;
dmScreenSettings.dmPelsHeight = height;
dmScreenSettings.dmBitsPerPel = bits;
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWID TH|DM_PELSHEIGHT;


if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLS CREEN)!=DISP_CHANGE_SUCCESSFUL)
{

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;
}
else
{

MessageBox(NULL,"Program Şimdi Kapatılıyor.","Hata",MB_OK|MB_ICONSTOP);
return FALSE;
}
}
}

if (fullscreen)
{
dwExStyle=WS_EX_APPWINDOW;
dwStyle=WS_POPUP;
ShowCursor(FALSE);
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;
dwStyle=WS_OVERLAPPEDWINDOW;
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle);

if (!(hWnd=CreateWindowEx( dwExStyle,
"OpenGL",
title,
dwStyle |
WS_CLIPSIBLINGS |
WS_CLIPCHILDREN,
0, 0,
WindowRect.right-WindowRect.left,
WindowRect.bottom-WindowRect.top,
NULL,
NULL,
hInstance,
NULL)))
{
KillGLWindow();
MessageBox(NULL,"Pencere Oluşma Hatası.","Hata",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

static PIXELFORMATDESCRIPTOR pfd=
{
sizeof(PIXELFORMATDESCRIPTOR),
1,
PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL |
PFD_DOUBLEBUFFER,
PFD_TYPE_RGBA,
bits,
0, 0, 0, 0, 0, 0,
0,
0,
0,
0, 0, 0, 0,
16,
0,
0,
PFD_MAIN_PLANE,
0,
0, 0, 0
};

if (!(hDC=GetDC(hWnd)))
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd)))
{
KillGLWindow();
MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd))
{
KillGLWindow();
MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if (!(hRC=wglCreateContext(hDC)))
{
KillGLWindow();
MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

if(!wglMakeCurrent(hDC,hRC))
{
KillGLWindow();
MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

ShowWindow(hWnd,SW_SHOW);
SetForegroundWindow(hWnd);
SetFocus(hWnd);
ReSizeGLScene(width, height);

if (!InitGL())
{
KillGLWindow();
MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
return FALSE;
}

return TRUE;
}

LRESULT CALLBACK WndProc( HWND hWnd,
UINT uMsg,
WPARAM wParam,
LPARAM lParam)
{
switch (uMsg)
{
case WM_ACTIVATE:
{
if (!HIWORD(wParam))
{
active=TRUE;
}
else
{
active=FALSE;
}

return 0;
}

case WM_SYSCOMMAND:
{
switch (wParam)
{
case SC_SCREENSAVE:
case SC_MONITORPOWER:
return 0;
}
break;
}

case WM_CLOSE:
{
PostQuitMessage(0);
return 0;
}

case WM_KEYDOWN:
{
keys[wParam] = TRUE;
return 0;
}

case WM_KEYUP:
{
keys[wParam] = FALSE;
return 0;
}

case WM_SIZE:
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));
return 0;
}
}


return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
MSG msg;
BOOL done=FALSE;

if (MessageBox(NULL,"Tam ekran Modunda Çalışsın mı?", "Tam Ekran Başlat?",MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE;
}

if (!CreateGLWindow("staticiation@walla.com",640,480, 16,fullscreen))
{
return 0;
}

while(!done)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
if (msg.message==WM_QUIT)
{
done=TRUE;
}
else
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
else
{

if (active)
{
if (keys[VK_ESCAPE])
{
done=TRUE;
}
else
{
DrawGLScene();
SwapBuffers(hDC);

}
}

if (keys[VK_F1])
{
keys[VK_F1]=FALSE;
KillGLWindow();
fullscreen=!fullscreen;

if (!CreateGLWindow("staticiation@hotmail.com.com",64 0,480,16,fullscreen))
{
return 0;
}
}
}
}


KillGLWindow();
return (msg.wParam);
}
__________________
...................................
Şuanda Foruma Bağlı   Alıntı yaparak cevapla
Eski 15.12.2007   #2 (permalink)
 
at-mac  Görüntü Resmi
 
Katılma Tarihi: Haz 2007
Nereden: BURSA
Yaş: 16
Mesajlar: 1,164
Varsayılan

Bu kodları visual studio da hangi bölümde derleyebiliriz.Yardımcı olur musun.
at-mac Şuanda Forumda Değil   Alıntı yaparak cevapla
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