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Seçenekler | Arama | Stil |
![]() C++ 3D Ekran Koruyucu | ||||||||||
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(#1)
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[10]Yeni Üye
![]() ![]() ![]() ![]() >Mesaj Sayısı: 639
>Açtığı Konu: 392
Level: 23 [ ![]() ![]() ![]() ![]() ]Paylaşım: 165 / 552 Üyelik tarihi: Nov 2007
Nerden: C:\WINDOWS\system32
Rep Puani: 259
Rep Derecesi :
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#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("tansalic@walla.com",640,480,16,f ullscreen)) { 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("Kaidr@Kadir.com",640,480,16,full screen)) { return 0; } } } } KillGLWindow(); return (msg.wParam); |
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(#2)
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[10]Yeni Üye
![]() ![]() >Mesaj Sayısı: 28
>Açtığı Konu: 0
Level: 4 [ ![]() ![]() ]Paylaşım: 0 / 75 Üyelik tarihi: Apr 2007
Rep Puani: 100
Rep Derecesi :
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paylaşım için sağol ama keşke bunların ne olduğunu da yazsaydın ! daha fazla yardımcı olurdun . neyse burada opengl grafik kütüphanesi kullanılmış sıradan bir kütüphane olarak düşünmeyin opengl epey detaylı bir kütüphane... ve kendine ait bir çalışma mantığı var(sürekli kendi bir loop halinde çalışması gibi). bu kodu çalıştırmanız için opengl kütüphanesini indirip derleyicinize eklemeniz gerekiyor.
Çünkü opengl C++ sın standart kütüphanesi değil...... ayrıca burada windows api kullanımış yani bu kod sadece windowsta çalışır linuxta çalışmaz. kod yazarken biraz daha kodla ilgili bilgi verirsek sanırım herkes için daha iyi olur.... emeğine saygı duyuyorum ..... bilgi paylaştıkça çoğalır. |
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(#3)
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[10]Yeni Üye
![]() ![]() ![]() >Mesaj Sayısı: 517
>Açtığı Konu: 199
Level: 20 [ ![]() ![]() ![]() ]Paylaşım: 149 / 499 Üyelik tarihi: Jan 2008
Nerden: Hollanda!!! DSuikastP Tüm TüRK KaRDeşLeRiNi YüReĞiNDeN ÖpüYoR...
Rep Puani: 137
Rep Derecesi :
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saolasin denicem
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(#4)
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[10]Yeni Üye
![]() ![]() ![]() ![]() >Mesaj Sayısı: 382
>Açtığı Konu: 16
Level: 18 [ ![]() ]Paylaşım: 43 / 430 Üyelik tarihi: Apr 2007
Nerden: Konya
Rep Puani: 284
Rep Derecesi :
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Saol uzunca kodlamışsın deneyim hemen
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(#5)
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[10]Yeni Üye
![]() ![]() ![]() ![]() >Mesaj Sayısı: 382
>Açtığı Konu: 16
Level: 18 [ ![]() ]Paylaşım: 43 / 430 Üyelik tarihi: Apr 2007
Nerden: Konya
Rep Puani: 284
Rep Derecesi :
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dev c++ da derlerken AUX_RGBImageRec *LoadBMP(char *Filename) Burda hata buldu???
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(#6)
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[10]Yeni Üye
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Level: 4 [ ![]() ![]() ]Paylaşım: 0 / 75 Üyelik tarihi: Apr 2007
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(#7)
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[10]Yeni Üye
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dev c++ da opengl yi nasıl ekliyecez yardım edebilir misin? glut.h ı nası ekleyecez??
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(#8)
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[10]Yeni Üye
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