3-Dimensionale Darstellung von Matrizen



  • habe mal ein wenig nach einem bild gegoogelt das in etwa das beschreibt was ich
    brauche:

    http://www.an.psu.edu/ojj/courses/cpp-lang/cpp-images/3d-array.gif

    wenn man die kästchen durch die zahlen erstetzt die ich darstellen will (sprich die werte die im array stehen), dann ist das eigentlich alles was ich brauche. Muss ich dafür echt das volle programm der grafikprogrammierung durchlaufen ?

    edit: danke gregor. werds mir mal anschauen...



  • snuuts schrieb:

    habe mal ein wenig nach einem bild gegoogelt das in etwa das beschreibt was ich
    brauche:

    http://www.an.psu.edu/ojj/courses/cpp-lang/cpp-images/3d-array.gif

    wenn man die kästchen durch die zahlen erstetzt die ich darstellen will (sprich die werte die im array stehen), dann ist das eigentlich alles was ich brauche. Muss ich dafür echt das volle programm der grafikprogrammierung durchlaufen ?

    Ach, sowas willst Du nur? Und Du hast auch nur so kleine Arrays? Dann ist Volume-Rendering natürlich Overkill. ...bei sowas, was Du da hast, kann ich Dir leider nicht weiterhelfen. Scheint aber auch nicht besonders aufwändig zu sein, das kurz selbst zu schreiben.



  • auf welchem Betriebssystem soll das laufen? nur Windows?
    wie groß sind die Zahlen in dem Array - also wieiviel stellen werden sie haben? 1000 Stellen? weniger als 20 Stellen?
    wie groß ist maximal das Array? 1000*1000*1000? kleiner?
    für was brauchst du das genau?



  • optimal wäre , wenns BS-unabhängig ist, aber wenn´s nur unter windows läuft ist es auch ok. die dimension des arrays wird nicht über 20x20x20 hinausgehen und die werte in dem Array sind auch maximal zweistellig.



  • Probiers mal mit Mathematica oder Maple, wenn du den Arrayindex als Koordinate nimmst dann solltest du da die Werte zumindest als Punkte in einem 3D Koordinatensystem darstellen können. Beide Programme sollten das dann sogar als C Code exportieren können.

    tt



  • TheTester schrieb:

    Probiers mal mit Mathematica oder Maple, wenn du den Arrayindex als Koordinate nimmst dann solltest du da die Werte zumindest als Punkte in einem 3D Koordinatensystem darstellen können. Beide Programme sollten das dann sogar als C Code exportieren können.

    tt

    hmmm...danke, wäre vielleicht ein ansatz aber ich muss leider die werte ausgeben
    und nicht nur punkte. Habe im moment leider weder Maple noch Mathematica aber werd´s die tage mal in der uni versuchen...



  • ach programmiers doch selber - ist doch mit opengl kein Problem:
    benutz einfach als Grundlage:
    http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=14

    Die paar Zahlen noch richtitg ausrichten und fertig



  • Vertexwahn schrieb:

    ach programmiers doch selber - ist doch mit opengl kein Problem:
    benutz einfach als Grundlage:
    http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=14

    Die paar Zahlen noch richtitg ausrichten und fertig

    wow, sieht gut aus. werd´s versuchen. danke!



  • so hab mal einen Würfel mit Zahlen gemacht:

    /*
     *		This Code Was Created By Jeff Molofee 2000
     *		Modified by Shawn T. to handle (%3.2f, num) parameters.
     *		A HUGE Thanks To Fredric Echols For Cleaning Up
     *		And Optimizing The Base Code, Making It More Flexible!
     *		If You've Found This Code Useful, Please Let Me Know.
     *		Visit My Site At nehe.gamedev.net
     *		Conversion to Visual Studio.NET done by GRANT JAMES(ZEUS)
     */
    
    #include <windows.h>		// Header File For Windows
    #include <math.h>			// Header File For Windows Math Library
    #include <stdio.h>			// Header File For Standard Input/Output
    #include <stdarg.h>			// Header File For Variable Argument Routines
    #include <gl\gl.h>			// Header File For The OpenGL32 Library
    #include <gl\glu.h>			// Header File For The GLu32 Library
    #include <gl\glaux.h>		// Header File For The Glaux Library
    
    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
    
    GLuint	base;				// Base Display List For The Font Set
    GLfloat	rot;				// Used To Rotate The Text
    
    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
    
    GLYPHMETRICSFLOAT gmf[256];	// Storage For Information About Our Outline Font Characters
    
    LRESULT	CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);	// Declaration For WndProc
    
    GLvoid BuildFont(GLvoid)								// Build Our Bitmap Font
    {
    	HFONT	font;										// Windows Font ID
    
    	base = glGenLists(256);								// Storage For 256 Characters
    
    	font = CreateFont(	-12,							// Height Of Font
    						0,								// Width Of Font
    						0,								// Angle Of Escapement
    						0,								// Orientation Angle
    						FW_BOLD,						// Font Weight
    						FALSE,							// Italic
    						FALSE,							// Underline
    						FALSE,							// Strikeout
    						ANSI_CHARSET,					// Character Set Identifier
    						OUT_TT_PRECIS,					// Output Precision
    						CLIP_DEFAULT_PRECIS,			// Clipping Precision
    						ANTIALIASED_QUALITY,			// Output Quality
    						FF_DONTCARE|DEFAULT_PITCH,		// Family And Pitch
    						"Comic Sans MS");				// Font Name
    
    	SelectObject(hDC, font);							// Selects The Font We Created
    
    	wglUseFontOutlines(	hDC,							// Select The Current DC
    						0,								// Starting Character
    						255,							// Number Of Display Lists To Build
    						base,							// Starting Display Lists
    						0.0f,							// Deviation From The True Outlines
    						0.2f,							// Font Thickness In The Z Direction
    						WGL_FONT_POLYGONS,				// Use Polygons, Not Lines
    						gmf);							// Address Of Buffer To Recieve Data
    }
    
    GLvoid KillFont(GLvoid)									// Delete The Font
    {
      glDeleteLists(base, 256);								// Delete All 256 Characters
    }
    
    GLvoid glPrint(const char *fmt, ...)					// Custom GL "Print" Routine
    {
    	float		length=0;								// Used To Find The Length Of The Text
    	char		text[256];								// Holds Our String
    	va_list		ap;										// Pointer To List Of Arguments
    
    	if (fmt == NULL)									// If There's No Text
    		return;											// Do Nothing
    
    	va_start(ap, fmt);									// Parses The String For Variables
    	    vsprintf(text, fmt, ap);						// And Converts Symbols To Actual Numbers
    	va_end(ap);											// Results Are Stored In Text
    
    	for (unsigned int loop=0;loop<(strlen(text));loop++)	// Loop To Find Text Length
    	{
    		length+=gmf[text[loop]].gmfCellIncX;			// Increase Length By Each Characters Width
    	}
    
    	glTranslatef(-length/2,0.0f,0.0f);					// Center Our Text On The Screen
    
    	glPushAttrib(GL_LIST_BIT);							// Pushes The Display List Bits
    	glListBase(base);									// Sets The Base Character to 0
    	glCallLists(strlen(text), GL_UNSIGNED_BYTE, text);	// Draws The Display List Text
    	glPopAttrib();										// Pops The Display List Bits
    }
    
    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,100.0f);
    
    	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
    	glLoadIdentity();									// Reset The Modelview Matrix
    }
    
    int InitGL(GLvoid)										// All Setup For OpenGL Goes Here
    {
    	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
    	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
    	glClearDepth(1.0f);									// Depth Buffer Setup
    	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
    	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
    	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations
    	glEnable(GL_LIGHT0);								// Enable Default Light (Quick And Dirty)
    	glEnable(GL_LIGHTING);								// Enable Lighting
    	glEnable(GL_COLOR_MATERIAL);						// Enable Coloring Of Material
    
    	BuildFont();										// Build The Font
    
    	return TRUE;										// Initialization Went OK
    }
    
    int DrawGLScene(GLvoid)									// Here's Where We Do All The Drawing
    {
    	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
    	glLoadIdentity();									// Reset The Current Modelview Matrix
    	glTranslatef(0.0f,0.0f,-20.0f);						// Move One Unit Into The Screen
    	glRotatef(rot,1.0f,0.0f,0.0f);						// Rotate On The X Axis
    	glRotatef(rot*1.5f,0.0f,1.0f,0.0f);					// Rotate On The Y Axis
    	glRotatef(rot*1.4f,0.0f,0.0f,1.0f);					// Rotate On The Z Axis
    	// Pulsing Colors Based On The Rotation
    	glColor3f(1.0f*float(cos(rot/20.0f)),1.0f*float(sin(rot/25.0f)),1.0f-0.5f*float(cos(rot/17.0f)));
     	//glPrint("",rot/50);						// Print GL Text To The Screen
    
    	const int WIDTH = 4;
    	const int HEIGHT = 4;
    	const int DEPTH = 4;
    	//double Array[WIDTH][HEIGHT][DEPTH];
    	//Array[0][0][0] = 2;
    	//Array[0][0][1] = 3;
    
    	double CellWidth = 2.0f;
    	double CellHeight = 2.0f;
    	double CellDepth = 2.0f;
    
    	double MatrixCenterX = WIDTH/2.0;
    	double MatrixCenterY = HEIGHT/2.0;
    	double MatrixCenterZ = DEPTH/2.0;
    
    	for(int z = 0; z < DEPTH; z++)
    	{
    		for(int y = 0; y < HEIGHT; y++)
    		{
    			for(int x = 0; x < WIDTH; x++)
    			{
    				glPushMatrix();
    				glTranslatef(CellWidth/2.0f+x*CellWidth-MatrixCenterX,
    					         CellHeight/2.0f+y*CellHeight-MatrixCenterY,
    					         CellDepth/2.0f+z*CellDepth-MatrixCenterZ);
    				glPrint("323");
    				glPopMatrix();
    			}
    		}
    	}
    
    	rot+=0.5f;											// Increase The Rotation Variable
    	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
    	}
    
    	KillFont();
    }
    
    /*	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
    			{
    				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("NeHe's Outline Font Tutorial",640,480,16,fullscreen))
    	{
    		return 0;									// Quit If Window Was Not Created
    	}
    
    	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_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("NeHe's Outline Font Tutorial",640,480,16,fullscreen))
    				{
    					return 0;						// Quit If Window Was Not Created
    				}
    			}
    		}
    	}
    
    	// Shutdown
    	KillGLWindow();									// Kill The Window
    	return (msg.wParam);							// Exit The Program
    }
    


  • der hammer! 1000 dank. das ist genau was ich brauche. genial!


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