/**************************************
* *
* Jeff Molofee's Picking Tutorial *
* nehe. *
* 2001 *
* *
**************************************/
#include <windows.h> // Header File For Windows
#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 <time.h> // For Random Seed
#include "NeHeGL.h" // Header File For NeHeGL
#pragma comment( lib, "opengl32.lib" ) // Search For OpenGL32.lib While Linking
#pragma comment( lib, "glu32.lib" ) // Search For GLu32.lib While Linking
#pragma comment( lib, "winmm.lib" ) // Search For WinMM Library While Linking
#ifndef CDS_FULLSCREEN // CDS_FULLSCREEN Is Not Defined By Some
#define CDS_FULLSCREEN 4 // Compilers. By Defining It This Way,
#endif // We Can Avoid Errors
void DrawTargets(); // Declaration
GL_Window* g_window;
Keys* g_keys;
// User Defined Variables
GLuint base; // Font Display List
GLfloat roll; // Rolling Clouds
GLint level=1; // Current Level
GLint miss; // Missed Targets
GLint kills; // Level Kill Counter
GLint score; // Current Score
bool game; // Game Over?
typedef int (*compfn)(const void*, const void*); // Typedef For Our Compare Function
struct objects {
GLuint rot; // Rotation (0-None, 1-Clockwise, 2-Counter Clockwise)
bool hit; // Object Hit?
GLuint frame; // Current Explosion Frame
GLuint dir; // Object Direction (0-Left, 1-Right, 2-Up, 3-Down)
GLuint texid; // Object Texture ID
GLfloat x; // Object X Position
GLfloat y; // Object Y Position
GLfloat spin; // Object Spin
GLfloat distance; // Object Distance
};
typedef struct // Create A Structure
{
GLubyte *imageData; // Image Data (Up To 32 Bits)
GLuint bpp; // Image Color Depth In Bits Per Pixel.
GLuint width; // Image Width
GLuint height; // Image Height
GLuint texID; // Texture ID Used To Select A Texture
} TextureImage; // Structure Name
TextureImage textures[10]; // Storage For 10 Textures
objects object[30]; // Storage For 30 Objects
struct dimensions { // Object Dimensions
GLfloat w; // Object Width
GLfloat h; // Object Height
};
// Size Of Each Object: Blueface, Bucket, Target, Coke, Vase
dimensions size[5] = { {1.0f,1.0f}, {1.0f,1.0f}, {1.0f,1.0f}, {0.5f,1.0f}, {0.75f,1.5f} };
bool LoadTGA(TextureImage *texture, char *filename) // Loads A TGA File Into Memory
{
GLubyte TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0}; // Uncompressed TGA Header
GLubyte TGAcompare[12]; // Used To Compare TGA Header
GLubyte header[6]; // First 6 Useful Bytes From The Header
GLuint bytesPerPixel; // Holds Number Of Bytes Per Pixel Used In The TGA File
GLuint imageSize; // Used To Store The Image Size When Setting Aside Ram
GLuint temp; // Temporary Variable
GLuint type=GL_RGBA; // Set The Default GL Mode To RBGA (32 BPP)
FILE *file = fopen(filename, "rb"); // Open The TGA File
if( file==NULL || // Does File Even Exist?
fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) || // Are There 12 Bytes To Read?
memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0 || // Does The Header Match What We Want?
fread(header,1,sizeof(header),file)!=sizeof(header)) // If So Read Next 6 Header Bytes
{
if (file == NULL) // Did The File Even Exist? *Added Jim Strong*
return FALSE; // Return False
else // Otherwise
{
fclose(file); // If Anything Failed, Close The File
return FALSE; // Return False
}
}
texture->width = header[1] * 256 + header[0]; // Determine The TGA Width (highbyte*256+lowbyte)
texture->height = header[3] * 256 + header[2]; // Determine The TGA Height (highbyte*256+lowbyte)
if( texture->width <=0 || // Is The Width Less Than Or Equal To Zero
texture->height <=0 || // Is The Height Less Than Or Equal To Zero
(header[4]!=24 && header[4]!=32)) // Is The TGA 24 or 32 Bit?
{
fclose(file); // If Anything Failed, Close The File
return FALSE; // Return False
}
texture->bpp = header[4]; // Grab The TGA's Bits Per Pixel (24 or 32)
bytesPerPixel = texture->bpp/8; // Divide By 8 To Get The Bytes Per Pixel
imageSize = texture->width*texture->height*bytesPerPixel; // Calculate The Memory Required For The TGA Data
texture->imageData=(GLubyte *)malloc(imageSize); // Reserve Memory To Hold The TGA Data
if( texture->imageData==NULL || // Does The Storage Memory Exist?
fread(texture->imageData, 1, imageSize, file)!=imageSize) // Does The Image Size Match The Memory Reserved?
{
if(texture->imageData!=NULL) // Was Image Data Loaded
free(texture->imageData); // If So, Release The Image Data
fclose(file); // Close The File
return FALSE; // Return False
}
for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel) // Loop Through The Image Data
{ // Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
temp=texture->imageData[i]; // Temporarily Store The Value At Image Data 'i'
texture->imageData[i] = texture->imageData[i + 2]; // Set The 1st Byte To The Value Of The 3rd Byte
texture->imageData[i + 2] = temp; // Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
}
fclose (file); // Close The File
// Build A Texture From The Data
glGenTextures(1, &texture[0].texID); // Generate OpenGL texture IDs
glBindTexture(GL_TEXTURE_2D, texture[0].texID); // Bind Our Texture
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Linear Filtered
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtered
if (texture[0].bpp==24) // Was The TGA 24 Bits
{
type=GL_RGB; // If So Set The 'type' To GL_RGB
}
glTexImage2D(GL_TEXTURE_2D, 0, type, texture[0].width, texture[0].height, 0, type, GL_UNSIGNED_BYTE, texture[0].imageData);
return true; // Texture Building Went Ok, Return True
}
GLvoid BuildFont(GLvoid) // Build Our Font Display List
{
base=glGenLists(95); // Creating 95 Display Lists
glBindTexture(GL_TEXTURE_2D, textures[9].texID); // Bind Our Font Texture
for (int loop=0; loop<95; loop++) // Loop Through All 95 Lists
{
float cx=float(loop%16)/16.0f; // X Position Of Current Character
float cy=float(loop/16)/8.0f; // Y Position Of Current Character
glNewList(base+loop,GL_COMPILE); // Start Building A List
glBegin(GL_QUADS); // Use A Quad For Each Character
glTexCoord2f(cx, 1.0f-cy-0.120f); glVertex2i(0,0); // Texture / Vertex Coord (Bottom Left)
glTexCoord2f(cx+0.0625f, 1.0f-cy-0.120f); glVertex2i(16,0); // Texutre / Vertex Coord (Bottom Right)
glTexCoord2f(cx+0.0625f, 1.0f-cy); glVertex2i(16,16);// Texture / Vertex Coord (Top Right)
glTexCoord2f(cx, 1.0f-cy); glVertex2i(0,16); // Texture / Vertex Coord (Top Left)
glEnd(); // Done Building Our Quad (Character)
glTranslated(10,0,0); // Move To The Right Of The Character
glEndList(); // Done Building The Display List
} // Loop Until All 256 Are Built
}
GLvoid glPrint(GLint x, GLint y, const char *string, ...) // Where The Printing Happens
{
char text[256]; // Holds Our String
va_list ap; // Pointer To List Of Arguments
if (string == NULL) // If There's No Text
return; // Do Nothing
va_start(ap, string); // Parses The String For Variables
vsprintf(text, string, ap); // And Converts Symbols To Actual Numbers
va_end(ap); // Results Are Stored In Text
glBindTexture(GL_TEXTURE_2D, textures[9].texID); // Select Our Font Texture
glPushMatrix(); // Store The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
glTranslated(x,y,0); // Position The Text (0,0 - Bottom Left)
glListBase(base-32); // Choose The Font Set
glCallLists(strlen(text), GL_UNSIGNED_BYTE, text); // Draws The Display List Text
glPopMatrix(); // Restore The Old Projection Matrix
}
int Compare(struct objects *elem1, struct objects *elem2) // Compare Function *** MSDN CODE MODIFIED FOR THIS TUT ***
{
if ( elem1->distance < elem2->distance) // If First Structure distance Is Less Than The Second
return -1; // Return -1
else if (elem1->distance > elem2->distance) // If First Structure distance Is Greater Than The Second
return 1; // Return 1
else // Otherwise (If The distance Is Equal)
return 0; // Return 0
}
GLvoid InitObject(int num) // Initialize An Object
{
object[num].rot=1; // Clockwise Rotation
object[num].frame=0; // Reset The Explosion Frame To Zero
object[num].hit=FALSE; // Reset Object Has Been Hit Status To False
object[num].texid=rand()%5; // Assign A New Texture
object[num].distance=-(float(rand()%4001)/100.0f); // Random Distance
object[num].y=-1.5f+(float(rand()%451)/100.0f); // Random Y Position
// Random Starting X Position Based On Distance Of Object And Random Amount For A Delay (Positive Value)
object[num].x=((object[num].distance-15.0f)/2.0f)-(5*level)-float(rand()%(5*level));
object[num].dir=(rand()%2); // Pick A Random Direction
if (object[num].dir==0) // Is Random Direction Right
{
object[num].rot=2; // Counter Clockwise Rotation
object[num].x=-object[num].x; // Start On The Left Side (Negative Value)
}
if (object[num].texid==0) // Blue Face
object[num].y=-2.0f; // Always Rolling On The Ground
if (object[num].texid==1) // Bucket
{
object[num].dir=3; // Falling Down
object[num].x=float(rand()%int(object[num].distance-10.0f))+((object[num].distance-10.0f)/2.0f);
object[num].y=4.5f; // Random X, Start At Top Of The Screen
}
if (object[num].texid==2) // Target
{
object[num].dir=2; // Start Off Flying Up
object[num].x=float(rand()%int(object[num].distance-10.0f))+((object[num].distance-10.0f)/2.0f);
object[num].y=-3.0f-float(rand()%(5*level)); // Random X, Start Under Ground + Random Value
}
// Sort Objects By Distance: Beginning Address Of Our object Array *** MSDN CODE MODIFIED FOR THIS TUT ***
// Number Of Elements To Sort
// Size Of Each Element
// Pointer To Our Compare Function
qsort((void *) &object, level, sizeof(struct objects), (compfn)Compare );
}
BOOL Initialize (GL_Window* window, Keys* keys) // Any OpenGL Initialization Goes Here
{
g_window = window;
g_keys = keys;
srand( (unsigned)time( NULL ) ); // Randomize Things
if ((!LoadTGA(&textures[0],"Data/BlueFace.tga")) || // Load The BlueFace Texture
(!LoadTGA(&textures[1],"Data/Bucket.tga")) || // Load The Bucket Texture
(!LoadTGA(&textures[2],"Data/Target.tga")) || // Load The Target Texture
(!LoadTGA(&textures[3],"Data/Coke.tga")) || // Load The Coke Texture
(!LoadTGA(&textures[4],"Data/Vase.tga")) || // Load The Vase Texture
(!LoadTGA(&textures[5],"Data/Explode.tga")) || // Load The Explosion Texture
(!LoadTGA(&textures[6],"Data/Ground.tga")) || // Load The Ground Texture
(!LoadTGA(&textures[7],"Data/Sky.tga")) || // Load The Sky Texture
(!LoadTGA(&textures[8],"Data/Crosshair.tga")) || // Load The Crosshair Texture
(!LoadTGA(&textures[9],"Data/Font.tga"))) // Load The Crosshair Texture
{
return FALSE; // If Loading Failed, Return False
}
BuildFont(); // Build Our Font Display List
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glDepthFunc(GL_LEQUAL); // Type Of Depth Testing
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Enable Alpha Blending (disable alpha testing)
glEnable(GL_BLEND); // Enable Blending (disable alpha testing)
// glAlphaFunc(GL_GREATER,0.1f); // Set Alpha Testing (disable blending)
// glEnable(GL_ALPHA_TEST); // Enable Alpha Testing (disable blending)
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glEnable(GL_CULL_FACE); // Remove Back Face
for (int loop=0; loop<30; loop++) // Loop Through 30 Objects
InitObject(loop); // Initialize Each Object
return TRUE; // Return TRUE (Initialization Successful)
}
void Deinitialize (void) // Any User DeInitialization Goes Here
{
glDeleteLists(base,95); // Delete All 95 Font Display Lists
}
void Selection(void) // This Is Where Selection Is Done
{
GLuint buffer[512]; // Set Up A Selection Buffer
GLint hits; // The Number Of Objects That We Selected
if (game) // Is Game Over?
return; // If So, Don't Bother Checking For Hits
PlaySound("data/shot.wav",NULL,SND_ASYNC); // Play Gun Shot Sound
// The Size Of The Viewport. [0] Is <x>, [1] Is <y>, [2] Is <length>, [3] Is <width>
GLint viewport[4];
// This Sets The Array <viewport> To The Size And Location Of The Screen Relative To The Window
glGetIntegerv(GL_VIEWPORT, viewport);
glSelectBuffer(512, buffer); // Tell OpenGL To Use Our Array For Selection
// Puts OpenGL In Selection Mode. Nothing Will Be Drawn. Object ID's and Extents Are Stored In The Buffer.
(void) glRenderMode(GL_SELECT);
glInitNames(); // Initializes The Name Stack
glPushName(0); // Push 0 (At Least One Entry) Onto The Stack
glMatrixMode(GL_PROJECTION); // Selects The Projection Matrix
glPushMatrix(); // Push The Projection Matrix
glLoadIdentity(); // Resets The Matrix
// This Creates A Matrix That Will Zoom Up To A Small Portion Of The Screen, Where The Mouse Is.
gluPickMatrix((GLdouble) mouse_x, (GLdouble) (viewport[3]-mouse_y), 1.0f, 1.0f, viewport);
// Apply The Perspective Matrix
gluPerspective(45.0f, (GLfloat) (viewport[2]-viewport[0])/(GLfloat) (viewport[3]-viewport[1]), 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
DrawTargets(); // Render The Targets To The Selection Buffer
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPopMatrix(); // Pop The Projection Matrix
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
hits=glRenderMode(GL_RENDER); // Switch To Render Mode, Find Out How Many
// Objects Were Drawn Where The Mouse Was
if (hits > 0) // If There Were More Than 0 Hits
{
int choose = buffer[3]; // Make Our Selection The First Object
int depth = buffer[1]; // Store How Far Away It Is
for (int loop = 1; loop < hits; loop++) // Loop Through All The Detected Hits
{
// If This Object Is Closer To Us Than The One We Have Selected
if (buffer[loop*4+1] < GLuint(depth))
{
choose = buffer[loop*4+3]; // Select The Closer Object
depth = buffer[loop*4+1]; // Store How Far Away It Is
}
}
if (!object[choose].hit) // If The Object Hasn't Already Been Hit
{
object[choose].hit=TRUE; // Mark The Object As Being Hit
score+=1; // Increase Score
kills+=1; // Increase Level Kills
if (kills>level*5) // New Level Yet?
{
miss=0; // Misses Reset Back To Zero
kills=0; // Reset Level Kills
level+=1; // Increase Level
if (level>30) // Higher Than 30?
level=30; // Set Level To 30 (Are You A God?)
}
}
}
}
void Update(DWORD milliseconds) // Perform Motion Updates Here
{
if (g_keys->keyDown[VK_ESCAPE]) // Is ESC Being Pressed?
{
TerminateApplication (g_window); // Terminate The Program
}
if (g_keys->keyDown[' '] && game) // Space Bar Being Pressed After Game Has Ended?
{
for (int loop=0; loop<30; loop++) // Loop Through 30 Objects
InitObject(loop); // Initialize Each Object
game=FALSE; // Set game (Game Over) To False
score=0; // Set score To 0
level=1; // Set level Back To 1
kills=0; // Zero Player Kills
miss=0; // Set miss (Missed Shots) To 0
}
if (g_keys->keyDown[VK_F1]) // Is F1 Being Pressed?
{
ToggleFullscreen (g_window); // Toggle Fullscreen Mode
}
roll-=milliseconds*0.00005f; // Roll The Clouds
for (int loop=0; loop<level; loop++) // Loop Through The Objects
{
if (object[loop].rot==1) // If Rotation Is Clockwise
object[loop].spin-=0.2f*(float(loop+milliseconds)); // Spin Clockwise
if (object[loop].rot==2) // If Rotation Is Counter Clockwise
object[loop].spin+=0.2f*(float(loop+milliseconds)); // Spin Counter Clockwise
if (object[loop].dir==1) // If Direction Is Right
object[loop].x+=0.012f*float(milliseconds); // Move Right
if (object[loop].dir==0) // If Direction Is Left
object[loop].x-=0.012f*float(milliseconds); // Move Left
if (object[loop].dir==2) // If Direction Is Up
object[loop].y+=0.012f*float(milliseconds); // Move Up
if (object[loop].dir==3) // If Direction Is Down
object[loop].y-=0.0025f*float(milliseconds); // Move Down
// If We Are To Far Left, Direction Is Left And The Object Was Not Hit
if ((object[loop].x<(object[loop].distance-15.0f)/2.0f) && (object[loop].dir==0) && !object[loop].hit)
{
miss+=1; // Increase miss (Missed Object)
object[loop].hit=TRUE; // Set hit To True To Manually Blow Up The Object
}
// If We Are To Far Right, Direction Is Left And The Object Was Not Hit
if ((object[loop].x>-(object[loop].distance-15.0f)/2.0f) && (object[loop].dir==1) && !object[loop].hit)
{
miss+=1; // Increase miss (Missed Object)
object[loop].hit=TRUE; // Set hit To True To Manually Blow Up The Object
}
// If We Are To Far Down, Direction Is Down And The Object Was Not Hit
if ((object[loop].y<-2.0f) && (object[loop].dir==3) && !object[loop].hit)
{
miss+=1; // Increase miss (Missed Object)
object[loop].hit=TRUE; // Set hit To True To Manually Blow Up The Object
}
if ((object[loop].y>4.5f) && (object[loop].dir==2)) // If We Are To Far Up And The Direction Is Up
object[loop].dir=3; // Change The Direction To Down
}
}
void Object(float width,float height,GLuint texid) // Draw Object Using Requested Width, Height And Texture
{
glBindTexture(GL_TEXTURE_2D, textures[texid].texID); // Select The Correct Texture
glBegin(GL_QUADS); // Start Drawing A Quad
glTexCoord2f(0.0f,0.0f); glVertex3f(-width,-height,0.0f); // Bottom Left
glTexCoord2f(1.0f,0.0f); glVertex3f( width,-height,0.0f); // Bottom Right
glTexCoord2f(1.0f,1.0f); glVertex3f( width, height,0.0f); // Top Right
glTexCoord2f(0.0f,1.0f); glVertex3f(-width, height,0.0f); // Top Left
glEnd(); // Done Drawing Quad
}
void Explosion(int num) // Draws An Animated Explosion For Object "num"
{
float ex = (float)((object[num].frame/4)%4)/4.0f; // Calculate Explosion X Frame (0.0f - 0.75f)
float ey = (float)((object[num].frame/4)/4)/4.0f; // Calculate Explosion Y Frame (0.0f - 0.75f)
glBindTexture(GL_TEXTURE_2D, textures[5].texID); // Select The Explosion Texture
glBegin(GL_QUADS); // Begin Drawing A Quad
glTexCoord2f(ex ,1.0f-(ey )); glVertex3f(-1.0f,-1.0f,0.0f); // Bottom Left
glTexCoord2f(ex+0.25f,1.0f-(ey )); glVertex3f( 1.0f,-1.0f,0.0f); // Bottom Right
glTexCoord2f(ex+0.25f,1.0f-(ey+0.25f)); glVertex3f( 1.0f, 1.0f,0.0f); // Top Right
glTexCoord2f(ex ,1.0f-(ey+0.25f)); glVertex3f(-1.0f, 1.0f,0.0f); // Top Left
glEnd(); // Done Drawing Quad
object[num].frame+=1; // Increase Current Explosion Frame
if (object[num].frame>63) // Have We Gone Through All 16 Frames?
{
InitObject(num); // Init The Object (Assign New Values)
}
}
void DrawTargets(void) // Draws The Targets (Needs To Be Seperate)
{
glLoadIdentity(); // Reset The Modelview Matrix
glTranslatef(0.0f,0.0f,-10.0f); // Move Into The Screen 20 Units
for (int loop=0; loop<level; loop++) // Loop Through 9 Objects
{
glLoadName(loop); // Assign Object A Name (ID)
glPushMatrix(); // Push The Modelview Matrix
glTranslatef(object[loop].x,object[loop].y,object[loop].distance); // Position The Object (x,y)
if (object[loop].hit) // If Object Has Been Hit
{
Explosion(loop); // Draw An Explosion
}
else // Otherwise
{
glRotatef(object[loop].spin,0.0f,0.0f,1.0f); // Rotate The Object
Object(size[object[loop].texid].w,size[object[loop].texid].h,object[loop].texid); // Draw The Object
}
glPopMatrix(); // Pop The Modelview Matrix
}
}
void Draw(void) // Draw Our Scene
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer
glLoadIdentity(); // Reset The Modelview Matrix
glPushMatrix(); // Push The Modelview Matrix
glBindTexture(GL_TEXTURE_2D, textures[7].texID); // Select The Sky Texture
glBegin(GL_QUADS); // Begin Drawing Quads
glTexCoord2f(1.0f,roll/1.5f+1.0f); glVertex3f( 28.0f,+7.0f,-50.0f); // Top Right
glTexCoord2f(0.0f,roll/1.5f+1.0f); glVertex3f(-28.0f,+7.0f,-50.0f); // Top Left
glTexCoord2f(0.0f,roll/1.5f+0.0f); glVertex3f(-28.0f,-3.0f,-50.0f); // Bottom Left
glTexCoord2f(1.0f,roll/1.5f+0.0f); glVertex3f( 28.0f,-3.0f,-50.0f); // Bottom Right
glTexCoord2f(1.5f,roll+1.0f); glVertex3f( 28.0f,+7.0f,-50.0f); // Top Right
glTexCoord2f(0.5f,roll+1.0f); glVertex3f(-28.0f,+7.0f,-50.0f); // Top Left
glTexCoord2f(0.5f,roll+0.0f); glVertex3f(-28.0f,-3.0f,-50.0f); // Bottom Left
glTexCoord2f(1.5f,roll+0.0f); glVertex3f( 28.0f,-3.0f,-50.0f); // Bottom Right
glTexCoord2f(1.0f,roll/1.5f+1.0f); glVertex3f( 28.0f,+7.0f,0.0f); // Top Right
glTexCoord2f(0.0f,roll/1.5f+1.0f); glVertex3f(-28.0f,+7.0f,0.0f); // Top Left
glTexCoord2f(0.0f,roll/1.5f+0.0f); glVertex3f(-28.0f,+7.0f,-50.0f); // Bottom Left
glTexCoord2f(1.0f,roll/1.5f+0.0f); glVertex3f( 28.0f,+7.0f,-50.0f); // Bottom Right
glTexCoord2f(1.5f,roll+1.0f); glVertex3f( 28.0f,+7.0f,0.0f); // Top Right
glTexCoord2f(0.5f,roll+1.0f); glVertex3f(-28.0f,+7.0f,0.0f); // Top Left
glTexCoord2f(0.5f,roll+0.0f); glVertex3f(-28.0f,+7.0f,-50.0f); // Bottom Left
glTexCoord2f(1.5f,roll+0.0f); glVertex3f( 28.0f,+7.0f,-50.0f); // Bottom Right
glEnd(); // Done Drawing Quads
glBindTexture(GL_TEXTURE_2D, textures[6].texID); // Select The Ground Texture
glBegin(GL_QUADS); // Draw A Quad
glTexCoord2f(7.0f,4.0f-roll); glVertex3f( 27.0f,-3.0f,-50.0f); // Top Right
glTexCoord2f(0.0f,4.0f-roll); glVertex3f(-27.0f,-3.0f,-50.0f); // Top Left
glTexCoord2f(0.0f,0.0f-roll); glVertex3f(-27.0f,-3.0f,0.0f); // Bottom Left
glTexCoord2f(7.0f,0.0f-roll); glVertex3f( 27.0f,-3.0f,0.0f); // Bottom Right
glEnd(); // Done Drawing Quad
DrawTargets(); // Draw Our Targets
glPopMatrix(); // Pop The Modelview Matrix
// Crosshair (In Ortho View)
RECT window; // Storage For Window Dimensions
GetClientRect (g_window->hWnd,&window); // Get Window Dimensions
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPushMatrix(); // Store The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix
glOrtho(0,window.right,0,window.bottom,-1,1); // Set Up An Ortho Screen
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glTranslated(mouse_x,window.bottom-mouse_y,0.0f); // Move To The Current Mouse Position
Object(16,16,8); // Draw The Crosshair
// Game Stats / Title
glPrint(240,450,"NeHe Productions"); // Print Title
glPrint(10,10,"Level: %i",level); // Print Level
glPrint(250,10,"Score: %i",score); // Print Score
if (miss>9) // Have We Missed 10 Objects?
{
miss=9; // Limit Misses To 10
game=TRUE; // Game Over TRUE
}
if (game) // Is Game Over?
glPrint(490,10,"GAME OVER"); // Game Over Message
else
glPrint(490,10,"Morale: %i/10",10-miss); // Print Morale #/10
glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glPopMatrix(); // Restore The Old Projection Matrix
glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glFlush(); // Flush The GL Rendering Pipeline
}