FireWorks based on NeHe Particle System

<img src="https://img-blog.csdn.net/20151229202249365?watermark/2/text/aHR0cDovL2Jsb2cuY3Nkbi5uZXQv/font/5a6L5L2T/fontsize/400/fill/I0JBQkFCMA==/dissolve/70/gravity/SouthEast" alt="" />
/*
# Firework based on Nehe
# Author : caicai
# Date   : 2015-12-12
# HomePage : http://blog.csdn.net/caicai_zju
# Email  : wdong1993@hotmail.com
*/
#include <stdlib.h>
#include <windows.h>				// Header File For Windows
#include <stdio.h>					// Header File For Standard Input/Output
#define GLUT_DISABLE_ATEXIT_HACK
#include <gl\gl.h>					// Header File For The OpenGL32 Library
#include <gl/glext.h>
#include <gl\glu.h>					// Header File For The GLu32 Library
#include <gl\glaux.h>				// Header File For The Glaux Library

#define	MAX_PARTICLES	500		// Number Of Particles To Create
#define MAX_FIREWORKS   5

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	rainbow=true;				// Rainbow Mode?
bool	sp;							// Spacebar Pressed?
bool	rp;							// Enter Key Pressed?

float	slowdown=2.0f;				// Slow Down Particles
float	xspeed;						// Base X Speed (To Allow Keyboard Direction Of Tail)
float	yspeed=0.0f;			    // Base Y Speed (To Allow Keyboard Direction Of Tail)
float	zoom=-40.0f;				// Used To Zoom Out

GLuint	loop;						// Misc Loop Variable
GLuint	loop2;						// Misc Loop Variable
GLuint	col;						// Current Color Selection
GLuint	delay;						// Rainbow Effect Delay
GLuint	texture[2];					// Storage For Our Particle Texture


typedef struct						// Create A Structure For Particle
{
	bool	active;					// Active (Yes/No)
	float	life;					// Particle Life
	float	fade;					// Fade Speed
	float	r;						// Red Value
	float	g;						// Green Value
	float	b;						// Blue Value
	float	x;						// X Position
	float	y;						// Y Position
	float	z;						// Z Position
	float	xi;						// X Direction
	float	yi;						// Y Direction
	float	zi;						// Z Direction
	float	xg;						// X Gravity
	float	yg;						// Y Gravity
	float	zg;						// Z Gravity
}
particles;							// Particles Structure

typedef struct
{   int burst;
    float	life;					// Particle Life
	float	fade;					// Fade Speed
  	float	x;						// X Position
	float	y;						// Y Position
	float	z;						// Z Position
	float	xi;						// X Direction
	float	yi;						// Y Direction
	float	zi;						// Z Direction
	float	xg;						// X Gravity
	float	yg;						// Y Gravity
	float	zg;						// Z Gravity
	particles particle[MAX_PARTICLES];	// Particle Array (Room For Particle Info)
}
emitter;

emitter e[MAX_FIREWORKS];

static GLfloat colors[12][3]=		// Rainbow Of Colors
{
	{1.0f,0.5f,0.5f},{1.0f,0.75f,0.5f},{1.0f,1.0f,0.5f},{0.75f,1.0f,0.5f},
	{0.5f,1.0f,0.5f},{0.5f,1.0f,0.75f},{0.5f,1.0f,1.0f},{0.5f,0.75f,1.0f},
	{0.5f,0.5f,1.0f},{0.75f,0.5f,1.0f},{1.0f,0.5f,1.0f},{1.0f,0.5f,0.75f}
};

LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc

int LoadGLTextures(LPTSTR szFileName, GLuint &texid)     // Creates Texture From A Bitmap File
{
 HBITMAP hBMP;             // Handle Of The Bitmap
 BITMAP BMP;             // Bitmap Structure

 glGenTextures(1, &texid);          // Create The Texture
 hBMP=(HBITMAP)LoadImage(GetModuleHandle(NULL), szFileName, IMAGE_BITMAP, 0, 0, LR_CREATEDIBSECTION | LR_LOADFROMFILE );

 if (!hBMP)              // Does The Bitmap Exist?
  return false;            // If Not Return False

 GetObject(hBMP, sizeof(BMP), &BMP);        // Get The Object
                 // hBMP:        Handle To Graphics Object
                 // sizeof(BMP): Size Of Buffer For Object Information
                 // &BMP:        Buffer For Object Information

 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);       // Pixel Storage Mode (Word Alignment / 4 Bytes)

 // Typical Texture Generation Using Data From The Bitmap
 glBindTexture(GL_TEXTURE_2D, texid);        // Bind To The Texture ID
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Min Filter
 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Mag Filter
 glTexImage2D(GL_TEXTURE_2D, 0, 3, BMP.bmWidth, BMP.bmHeight, 0, GL_BGR_EXT, GL_UNSIGNED_BYTE, BMP.bmBits);

 DeleteObject(hBMP);            // Delete The Object

 return 1;             // Loading Was Successful
}


int LoadGLTextures()									// Load Bitmap And Convert To A Texture
{
   LoadGLTextures("Data/Particle.bmp",texture[0]);
   LoadGLTextures("Data/background.bmp",texture[1]);       
   return 1;
}

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,20000.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix
}

void init_emitter(int i)
{  
  e[i].life=10.0+float(rand()%30);
  e[i].burst=0;
  e[i].fade=float(rand()%100)/1000.0f+0.003f;
  e[i].x=float(rand()%100-50)/5.0f;;
  e[i].y=-15.0+float(rand()%10-5);
  e[i].z=float(rand()%100-50)/20.0f;
  e[i].xi=float((rand()%60)-32.0f)/2000;
  e[i].yi=0.07+float((rand()%2)-1)/1000;
  e[i].zi=float((rand()%60)-32.0f)/2000;
  e[i].xg=0.0f;
  e[i].yg=-0.0001f;
  e[i].zg=0.0f;
  
  for (loop=0;loop<MAX_PARTICLES;loop++)					// Loop Through All The Particles
  {													
    e[i].particle[loop].active=true;								// Make All The Particles Active
    e[i].particle[loop].life=1.0f;					// Give It New Life
    e[i].particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
    e[i].particle[loop].x=e[i].x;						// Center On X Axis
	e[i].particle[loop].y=e[i].y;						// Center On Y Axis
	e[i].particle[loop].z=e[i].z;						// Center On Z Axis
	e[i].particle[loop].xi=xspeed/10+float((rand()%60)-32.0f)/100;	// X Axis Speed And Direction
	e[i].particle[loop].yi=yspeed+float((rand()%100)-200.0f);	// Y Axis Speed And Direction
	e[i].particle[loop].zi=float((rand()%60)-30.0f)/100;	// Z Axis Speed And Direction
	e[i].particle[loop].r=colors[col][0];			// Select Red From Color Table
	e[i].particle[loop].g=colors[col][1];			// Select Green From Color Table
	e[i].particle[loop].b=colors[col][2];			// Select Blue From Color Table
	e[i].particle[loop].xg=0.0f;									// Set Horizontal Pull To Zero
	e[i].particle[loop].yg=-0.8f;								// Set Vertical Pull Downward
	e[i].particle[loop].zg=0.0f;									// Set Pull On Z Axis To Zero
  }
} 

void burst_emitter(int i)
{ glClearColor(0.0,0.0,0.0,0.0);
  glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
  e[i].burst=1; 
 for (loop=0;loop<MAX_PARTICLES;loop++)									
 {  e[i].particle[loop].life=5.0f;					// Give It New Life
    e[i].particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
	e[i].particle[loop].x=e[i].x;								// Center On X Axis
	e[i].particle[loop].y=e[i].y;								// Center On Y Axis
	e[i].particle[loop].z=e[i].z;								// Center On Z Axis
	e[i].particle[loop].xi=float((rand()%50)-26.0f)*10.0f;	// Random Speed On X Axis
	e[i].particle[loop].yi=float((rand()%50)-25.0f)*10.0f;	// Random Speed On Y Axis
	e[i].particle[loop].zi=float((rand()%50)-25.0f)*10.0f;	// Random Speed On Z Axis
  }
}

void update_emitter(int i)
{  for (loop=0;loop<MAX_PARTICLES;loop++)	
  { if(e[i].particle[loop].life>0.0f)  
    { e[i].particle[loop].x+=e[i].particle[loop].xi/(slowdown*1000);// Move On The X Axis By X Speed
      e[i].particle[loop].y+=e[i].particle[loop].yi/(slowdown*1000);// Move On The Y Axis By Y Speed
      e[i].particle[loop].z+=e[i].particle[loop].zi/(slowdown*1000);// Move On The Z Axis By Z Speed
      
      e[i].particle[loop].xi+=e[i].particle[loop].xg;			// Take Pull On X Axis Into Account
	  e[i].particle[loop].yi+=e[i].particle[loop].yg;			// Take Pull On Y Axis Into Account
	  e[i].particle[loop].zi+=e[i].particle[loop].zg;			// Take Pull On Z Axis Into Account
	  e[i].particle[loop].life-=e[i].particle[loop].fade;		// Reduce Particles Life By 'Fade'
    }  
    
     if (e[i].yi>0&&e[i].particle[loop].life<0.0f)					// If Particle Is Burned Out
     {
			e[i].particle[loop].life=0.5f;					// Give It New Life
			e[i].particle[loop].fade=float(rand()%100)/1000.0f+0.003f;	// Random Fade Value
			e[i].particle[loop].x=e[i].x;						// Center On X Axis
			e[i].particle[loop].y=e[i].y;						// Center On Y Axis
			e[i].particle[loop].z=e[i].z;						// Center On Z Axis
			e[i].particle[loop].xi=xspeed+float((rand()%60)-32.0f);	// X Axis Speed And Direction
			e[i].particle[loop].yi=yspeed+float((rand()%100)-200.0f);	// Y Axis Speed And Direction
			e[i].particle[loop].zi=float((rand()%60)-30.0f);	// Z Axis Speed And Direction
			e[i].particle[loop].r=colors[col][0];			// Select Red From Color Table
			e[i].particle[loop].g=colors[col][1];			// Select Green From Color Table
			e[i].particle[loop].b=colors[col][2];			// Select Blue From Color Table
      }
   }   
      if(e[i].yi>0) 
      { e[i].x+=e[i].xi;
        e[i].y+=e[i].yi;
        e[i].z+=e[i].zi;
        e[i].xi+=e[i].xg;
        e[i].yi+=e[i].yg;
        e[i].zi+=e[i].zg;
      }
      if(e[i].yi<0&&e[i].burst==0) burst_emitter(i);
      if(e[i].burst==1&&e[i].life>0.0f)
      { e[i].life-=e[i].fade;
        if(e[i].life<0.0f)
        init_emitter(i);
      }
      
}

int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
{
	if (!LoadGLTextures())								// Jump To Texture Loading Routine
	{
		return FALSE;									// If Texture Didn't Load Return FALSE
	}

	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f,0.0f,0.0f,0.0f);					// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glDisable(GL_DEPTH_TEST);							// Disable Depth Testing
	glEnable(GL_BLEND);									// Enable Blending
	glBlendFunc(GL_SRC_ALPHA,GL_ONE);					// Type Of Blending To Perform
	glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);	// Really Nice Perspective Calculations
	glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);				// Really Nice Point Smoothing
	glEnable(GL_TEXTURE_2D);							// Enable Texture Mapping
	for(loop2=0;loop2<MAX_FIREWORKS;loop2++)
    init_emitter(loop2);

    PlaySound ("data/Explode.wav",NULL,SND_FILENAME | SND_ASYNC | SND_LOOP);
	return TRUE;										// Initialization Went OK
}

int DrawGLScene(GLvoid)										// Here's Where We Do All The Drawing
{ float w = 0.05522847498307933984022516322796f;
  float h = 0.04142135623730950488016887242097f;  
  float r,g,b;
  r=0.1f;g=0.1f;b=0.1f;
  
  
  for(loop2=0;loop2<=MAX_FIREWORKS;loop2++)
  if(e[loop2].burst==1&&e[loop2].life>0) {r+=0.9/(float)MAX_FIREWORKS;g+=0.9/(float)MAX_FIREWORKS;b+=0.9/(float)MAX_FIREWORKS;}
  
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen And Depth Buffer
  glLoadIdentity();  	// Reset The ModelView Matrix
  
  glColor4f(r,g,b,1.0);
  glBindTexture(GL_TEXTURE_2D, texture[1]);  
  glBegin(GL_TRIANGLE_STRIP);  // Build Quad From A Triangle Strip   
  // h = tan(45.f/2) * 0.1f; w = 640.f/480.f*h;   
  glTexCoord2d(1,1); glVertex3f(w, h, -0.1f); // Top Right   
  glTexCoord2d(0,1); glVertex3f(-w, h, -0.1f); // Top Left   
  glTexCoord2d(1,0); glVertex3f(w, -h, -0.1f); // Bottom Right   
  glTexCoord2d(0,0); glVertex3f(-w, -h, -0.1f); // Bottom Left   
  glEnd(); // Done Building Triangle Strip    
	
  glBindTexture(GL_TEXTURE_2D,texture[0]);			// Select Our Texture									
  for(loop2=0;loop2<MAX_FIREWORKS;loop2++)
	for (loop=0;loop<MAX_PARTICLES;loop++)					// Loop Through All The Particles
	{
		if (e[loop2].particle[loop].active)							// If The Particle Is Active
		{
			float x=e[loop2].particle[loop].x;						// Grab Our Particle X Position
			float y=e[loop2].particle[loop].y;						// Grab Our Particle Y Position
			float z=e[loop2].particle[loop].z+zoom;					// Particle Z Pos + Zoom

			// Draw The Particle Using Our RGB Values, Fade The Particle Based On It's Life
			glColor4f(e[loop2].particle[loop].r,e[loop2].particle[loop].g,e[loop2].particle[loop].b,e[loop2].particle[loop].life);

			glBegin(GL_TRIANGLE_STRIP);						// Build Quad From A Triangle Strip
			    glTexCoord2d(1,1); glVertex3f(x+0.5f,y+0.5f,z); // Top Right
				glTexCoord2d(0,1); glVertex3f(x-0.5f,y+0.5f,z); // Top Left
				glTexCoord2d(1,0); glVertex3f(x+0.5f,y-0.5f,z); // Bottom Right
				glTexCoord2d(0,0); glVertex3f(x-0.5f,y-0.5f,z); // Bottom Left
			glEnd();										// Done Building Triangle Strip

			// If Number Pad 8 And Y Gravity Is Less Than 1.5 Increase Pull Upwards
			if (keys[VK_NUMPAD8] && (e[loop2].particle[loop].yg<1.5f)) e[loop2].particle[loop].yg+=0.01f;

			// If Number Pad 2 And Y Gravity Is Greater Than -1.5 Increase Pull Downwards
			if (keys[VK_NUMPAD2] && (e[loop2].particle[loop].yg>-1.5f)) e[loop2].particle[loop].yg-=0.01f;

			// If Number Pad 6 And X Gravity Is Less Than 1.5 Increase Pull Right
			if (keys[VK_NUMPAD6] && (e[loop2].particle[loop].xg<1.5f)) e[loop2].particle[loop].xg+=0.01f;

			// If Number Pad 4 And X Gravity Is Greater Than -1.5 Increase Pull Left
			if (keys[VK_NUMPAD4] && (e[loop2].particle[loop].xg>-1.5f)) e[loop2].particle[loop].xg-=0.01f;

		}
    }
 										
    for(loop2=0;loop2<MAX_FIREWORKS;loop2++)
    update_emitter(loop2);
	return TRUE;											// Everything Went OK
}

GLvoid KillGLWindow(GLvoid)								// Properly Kill The Window
{
	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									// Otherwise
			{
				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
	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("FireWorks based on NeHe Particle System",640,480,16,fullscreen))
	{
		return 0;									// Quit If Window Was Not Created
	}

	if (fullscreen)									// Are We In Fullscreen Mode
	{
		slowdown=1.0f;								// If So, Speed Up The Particles (3dfx Issue)
	}

	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 && !DrawGLScene()) || keys[VK_ESCAPE])	// Active?  Was There A Quit Received?
			{
				done=TRUE;							// ESC or DrawGLScene Signalled A Quit
			}
			else									// Not Time To Quit, Update Screen
			{
				SwapBuffers(hDC);					// Swap Buffers (Double Buffering)

				if (keys[VK_ADD] && (slowdown>1.0f)) slowdown-=0.01f;		// Speed Up Particles
				if (keys[VK_SUBTRACT] && (slowdown<4.0f)) slowdown+=0.01f;	// Slow Down Particles

				if (keys[VK_PRIOR])	zoom+=0.1f;		// Zoom In
				if (keys[VK_NEXT])	zoom-=0.1f;		// Zoom Out

				if (keys[VK_RETURN] && !rp)			// Return Key Pressed
				{
					rp=true;						// Set Flag Telling Us It's Pressed
					rainbow=!rainbow;				// Toggle Rainbow Mode On / Off
				}
				if (!keys[VK_RETURN]) rp=false;		// If Return Is Released Clear Flag
				
				if (keys[VK_F2]) PlaySound(NULL, NULL, 0);
				if (keys[VK_F3]) PlaySound ("data/Explode.wav",NULL,SND_FILENAME | SND_ASYNC | SND_LOOP);
				
				if ((keys[' '] && !sp) || (rainbow && (delay>25)))	// Space Or Rainbow Mode
				{
					if (keys[' '])	rainbow=false;	// If Spacebar Is Pressed Disable Rainbow Mode
					sp=true;						// Set Flag Telling Us Space Is Pressed
					delay=0;						// Reset The Rainbow Color Cycling Delay
					col++;							// Change The Particle Color
					if (col>11)	col=0;				// If Color Is To High Reset It
				}
				if (!keys[' '])	sp=false;			// If Spacebar Is Released Clear Flag

				// If Up Arrow And Y Speed Is Less Than 200 Increase Upward Speed
				if (keys[VK_UP] && (yspeed<200)) yspeed+=1.0f;

				// If Down Arrow And Y Speed Is Greater Than -200 Increase Downward Speed
				if (keys[VK_DOWN] && (yspeed>-200)) yspeed-=1.0f;

				// If Right Arrow And X Speed Is Less Than 200 Increase Speed To The Right
				if (keys[VK_RIGHT] && (xspeed<200)) xspeed+=1.0f;

				// If Left Arrow And X Speed Is Greater Than -200 Increase Speed To The Left
				if (keys[VK_LEFT] && (xspeed>-200)) xspeed-=1.0f;

				delay++;							// Increase Rainbow Mode Color Cycling Delay Counter

				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("FireWorks based on NeHe Particle System",640,480,16,fullscreen))
					{
						return 0;						// Quit If Window Was Not Created
					}
				}
			}
		}
	}

	// Shutdown
	KillGLWindow();									// Kill The Window
	return (msg.wParam);							// Exit The Program
}




  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值